<commit_before>const modifiers = require('../modifiers/base');
const utils     = require('../utils');
const raf       = require('../utils/raf');

function init (scope) {
  const {
    Interaction,
    defaults,
  } = scope;

  Interaction.signals.on('new', function (interaction) {
    interaction.simulations.inertia = {
      active     : false,
      smoothEnd  : false,
      allowResume: false,

      startEvent: null,
      upCoords  : {},

      xe: 0, ye: 0,
      sx: 0, sy: 0,

      t0: 0,
      vx0: 0, vys: 0,
      duration: 0,

      lambda_v0: 0,
      one_ve_v0: 0,
      i  : null,
    };
  });

  Interaction.signals.on('up'  , arg => release(arg, scope));
  Interaction.signals.on('down', arg => resume (arg, scope));
  Interaction.signals.on('stop', arg => stop   (arg, scope));

  defaults.perAction.inertia = {
    enabled          : false,
    resistance       : 10,    // the lambda in exponential decay
    minSpeed         : 100,   // target speed must be above this for inertia to start
    endSpeed         : 10,    // the speed at which inertia is slow enough to stop
    allowResume      : true,  // allow resuming an action in inertia phase
    smoothEndDuration: 300,   // animate to snap/restrict endOnly if there's no inertia
  };
}

function resume ({ interaction, event, pointer, eventTarget }, scope) {
  const status = interaction.simulations.inertia;

  // Check if the down event hits the current inertia target
  if (status.active) {
    let element = eventTarget;

    // climb up the DOM tree from the event target
    while (utils.is.element(element)) {

      // if interaction element is the current inertia target element
      if (element === interaction.element) {
        // stop inertia
        raf.cancel(status.i);
        status.active = false;
        interaction.simulation = null;

        // update pointers to the down event's coordinates
        interaction.updatePointer(pointer, event, eventTarget, true);
        utils.pointer.setCoords(interaction.curCoords, interaction.pointers);

        // fire appropriate signals
        const signalArg = {
          interaction,
          iEvent: resumeEvent,
        };

        scope.Interaction.signals.fire('action-resume', signalArg);

        // fire a reume event
        const resumeEvent = new scope.InteractEvent(
          interaction, event, interaction.prepared.name, 'inertiaresume', interaction.element);

        interaction.target.fire(resumeEvent);<commit_msg>inertia: fix variable use before declaration<commit_after>const modifiers = require('../modifiers/base');
const utils     = require('../utils');
const raf       = require('../utils/raf');

function init (scope) {
  const {
    Interaction,
    defaults,
  } = scope;

  Interaction.signals.on('new', function (interaction) {
    interaction.simulations.inertia = {
      active     : false,
      smoothEnd  : false,
      allowResume: false,

      startEvent: null,
      upCoords  : {},

      xe: 0, ye: 0,
      sx: 0, sy: 0,

      t0: 0,
      vx0: 0, vys: 0,
      duration: 0,

      lambda_v0: 0,
      one_ve_v0: 0,
      i  : null,
    };
  });

  Interaction.signals.on('up'  , arg => release(arg, scope));
  Interaction.signals.on('down', arg => resume (arg, scope));
  Interaction.signals.on('stop', arg => stop   (arg, scope));

  defaults.perAction.inertia = {
    enabled          : false,
    resistance       : 10,    // the lambda in exponential decay
    minSpeed         : 100,   // target speed must be above this for inertia to start
    endSpeed         : 10,    // the speed at which inertia is slow enough to stop
    allowResume      : true,  // allow resuming an action in inertia phase
    smoothEndDuration: 300,   // animate to snap/restrict endOnly if there's no inertia
  };
}

function resume ({ interaction, event, pointer, eventTarget }, scope) {
  const status = interaction.simulations.inertia;

  // Check if the down event hits the current inertia target
  if (status.active) {
    let element = eventTarget;

    // climb up the DOM tree from the event target
    while (utils.is.element(element)) {

      // if interaction element is the current inertia target element
      if (element === interaction.element) {
        // stop inertia
        raf.cancel(status.i);
        status.active = false;
        interaction.simulation = null;

        // update pointers to the down event's coordinates
        interaction.updatePointer(pointer, event, eventTarget, true);
        utils.pointer.setCoords(interaction.curCoords, interaction.pointers);

        // fire appropriate signals
        const signalArg = {
          interaction,
        };

        scope.Interaction.signals.fire('action-resume', signalArg);

        // fire a reume event
        const resumeEvent = new scope.InteractEvent(
          interaction, event, interaction.prepared.name, 'inertiaresume', interaction.element);

        interaction.target.fire(resumeEvent);
{'fraction_non_alphanumeric': 0.1096579476861167, 'fraction_numerical': 0.0096579476861167, 'mean_word_length': 2.4141483516483517, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 9, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '4862359', 'n_tokens_mistral': 1499, 'n_tokens_neox': 1400, 'n_words': 422}