From 6779f64c8bc34ba1e749bcb3cadba2d872826a92 Mon Sep 17 00:00:00 2001 From: David Figatner Date: Mon, 1 Jul 2019 08:31:21 -0400 Subject: [PATCH] fixed demos --- docs/index.html | 1 + docs/index.js | 2 +- docs/index.js.map | 2 +- docs/speed/code.js | 5 +- docs/speed/index.js | 50568 +------------------------------------- docs/speed/index.js.map | 2 +- package.json | 5 +- rollup.demo.js | 78 +- rollup.speed.js | 1 - 9 files changed, 63 insertions(+), 50601 deletions(-) diff --git a/docs/index.html b/docs/index.html index 265c1b9..5164633 100644 --- a/docs/index.html +++ b/docs/index.html @@ -27,5 +27,6 @@
Example for github.com/davidfig/pixi-ease/
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t=this.pool.pop();t||((t=document.createElement("button")).style.width="100px",t.style.height="100px",t.style.backgroundColor=this.debug?"rgba(255,0,0,0.5)":"transparent",t.style.position="absolute",t.style.zIndex=2,t.style.borderStyle="none",navigator.userAgent.toLowerCase().indexOf("chrome")>-1?t.setAttribute("aria-live","off"):t.setAttribute("aria-live","polite"),navigator.userAgent.match(/rv:.*Gecko\//)?t.setAttribute("aria-relevant","additions"):t.setAttribute("aria-relevant","text"),t.addEventListener("click",this._onClick.bind(this)),t.addEventListener("focus",this._onFocus.bind(this)),t.addEventListener("focusout",this._onFocusOut.bind(this))),e.accessibleTitle&&null!==e.accessibleTitle?t.title=e.accessibleTitle:e.accessibleHint&&null!==e.accessibleHint||(t.title="displayObject 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t=this.renderer.plugins.interaction;t.dispatchEvent(e.target.displayObject,"mouseout",t.eventData)},Gt.prototype._onKeyDown=function(e){9===e.keyCode&&this.activate()},Gt.prototype._onMouseMove=function(e){0===e.movementX&&0===e.movementY||this.deactivate()},Gt.prototype.destroy=function(){this.destroyTouchHook(),this.div=null;for(var e=0;e8)throw new Error("max arguments reached");for(var l=this.name,c=this.items,_=0,d=c.length;_t.priority){e.connect(r);break}r=t,t=t.next}e.previous||e.connect(r)}else e.connect(r);return this._startIfPossible(),this},qt.prototype.remove=function(e,t){for(var r=this._head.next;r;)r=r.match(e,t)?r.destroy():r.next;return this._head.next||this._cancelIfNeeded(),this},qt.prototype.start=function(){this.started||(this.started=!0,this._requestIfNeeded())},qt.prototype.stop=function(){this.started&&(this.started=!1,this._cancelIfNeeded())},qt.prototype.destroy=function(){if(!this._protected){this.stop();for(var e=this._head.next;e;)e=e.destroy(!0);this._head.destroy(),this._head=null}},qt.prototype.update=function(e){var t;if(void 0===e&&(e=performance.now()),e>this.lastTime){if((t=this.elapsedMS=e-this.lastTime)>this._maxElapsedMS&&(t=this._maxElapsedMS),t*=this.speed,this._minElapsedMS&&t+1=g.TARGET_FPMS)this._minElapsedMS=0;else{var t=Math.max(this.minFPS,e),r=Math.min(Math.max(1,t)/1e3,g.TARGET_FPMS);this._minElapsedMS=1/r}},jt.shared.get=function(){if(!qt._shared){var e=qt._shared=new qt;e.autoStart=!0,e._protected=!0}return qt._shared},jt.system.get=function(){if(!qt._system){var e=qt._system=new qt;e.autoStart=!0,e._protected=!0}return qt._system},Object.defineProperties(qt.prototype,Wt),Object.defineProperties(qt,jt);var Xt=function(){};Xt.init=function(e){var t=this;e=Object.assign({autoStart:!0,sharedTicker:!1},e),Object.defineProperty(this,"ticker",{set:function(e){this._ticker&&this._ticker.remove(this.render,this),this._ticker=e,e&&e.add(this.render,this,Ht.LOW)},get:function(){return this._ticker}}),this.stop=function(){t._ticker.stop()},this.start=function(){t._ticker.start()},this._ticker=null,this.ticker=e.sharedTicker?qt.shared:new qt,e.autoStart&&this.start()},Xt.destroy=function(){if(this._ticker){var e=this._ticker;this.ticker=null,e.destroy()}};var Kt=function(e,t){void 0===e&&(e=0),void 0===t&&(t=0),this._width=e,this._height=t,this.destroyed=!1,this.internal=!1,this.onResize=new Yt("setRealSize",2),this.onUpdate=new Yt("update")},Qt={valid:{configurable:!0},width:{configurable:!0},height:{configurable:!0}};Kt.prototype.bind=function(e){this.onResize.add(e),this.onUpdate.add(e),(this._width||this._height)&&this.onResize.run(this._width,this._height)},Kt.prototype.unbind=function(e){this.onResize.remove(e),this.onUpdate.remove(e)},Kt.prototype.resize=function(e,t){e===this._width&&t===this._height||(this._width=e,this._height=t,this.onResize.run(e,t))},Qt.valid.get=function(){return!!this._width&&!!this._height},Kt.prototype.update=function(){this.destroyed||this.onUpdate.run()},Kt.prototype.load=function(){return Promise.resolve()},Qt.width.get=function(){return this._width},Qt.height.get=function(){return this._height},Kt.prototype.upload=function(e,t,r){return!1},Kt.prototype.style=function(e,t,r){return!1},Kt.prototype.dispose=function(){},Kt.prototype.destroy=function(){this.destroyed||(this.onResize.removeAll(),this.onResize=null,this.onUpdate.removeAll(),this.onUpdate=null,this.destroyed=!0,this.dispose())},Object.defineProperties(Kt.prototype,Qt);var $t=function(e){function t(t){var r=t.naturalWidth||t.videoWidth||t.width,i=t.naturalHeight||t.videoHeight||t.height;e.call(this,r,i),this.source=t}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.crossOrigin=function(e,t,r){void 0===r&&0!==t.indexOf("data:")?e.crossOrigin=it(t):!1!==r&&(e.crossOrigin="string"==typeof r?r:"anonymous")},t.prototype.upload=function(e,t,r,i){var n=e.gl,a=t.realWidth,s=t.realHeight;return i=i||this.source,n.pixelStorei(n.UNPACK_PREMULTIPLY_ALPHA_WEBGL,t.premultiplyAlpha),t.target===n.TEXTURE_2D&&r.width===a&&r.height===s?n.texSubImage2D(n.TEXTURE_2D,0,0,0,t.format,t.type,i):(r.width=a,r.height=s,n.texImage2D(t.target,0,t.format,t.format,t.type,i)),!0},t.prototype.update=function(){if(!this.destroyed){var t=this.source.naturalWidth||this.source.videoWidth||this.source.width,r=this.source.naturalHeight||this.source.videoHeight||this.source.height;this.resize(t,r),e.prototype.update.call(this)}},t.prototype.dispose=function(){this.source=null},t}(Kt),Zt=function(e){function t(t,r){if(r=r||{},!(t instanceof HTMLImageElement)){var i=new Image;e.crossOrigin(i,t,r.crossorigin),i.src=t,t=i}e.call(this,t),this.url=t.src,this._process=null,this.preserveBitmap=!1,this.createBitmap=(void 0!==r.createBitmap?r.createBitmap:g.CREATE_IMAGE_BITMAP)&&!!window.createImageBitmap,this.premultiplyAlpha=!1!==r.premultiplyAlpha,this.bitmap=null,this._load=null,!1!==r.autoLoad&&this.load()}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.load=function(e){var t=this;return void 0!==e&&(this.createBitmap=e),this._load?this._load:(this._load=new Promise(function(e){t.url=t.source.src;var r=t.source,i=function(){t.destroyed||(r.onload=null,r.onerror=null,t.resize(r.width,r.height),t._load=null,t.createBitmap?e(t.process()):e(t))};r.complete&&r.src?i():r.onload=i}),this._load)},t.prototype.process=function(){var e=this;return null!==this._process?this._process:null===this.bitmap&&window.createImageBitmap?(this._process=window.createImageBitmap(this.source,0,0,this.source.width,this.source.height,{premultiplyAlpha:this.premultiplyAlpha?"premultiply":"none"}).then(function(t){return e.destroyed?Promise.reject():(e.bitmap=t,e.update(),e._process=null,Promise.resolve(e))}),this._process):Promise.resolve(this)},t.prototype.upload=function(t,r,i){if(r.premultiplyAlpha=this.premultiplyAlpha,!this.createBitmap)return e.prototype.upload.call(this,t,r,i);if(!this.bitmap&&(this.process(),!this.bitmap))return!1;if(e.prototype.upload.call(this,t,r,i,this.bitmap),!this.preserveBitmap){var n=!0;for(var a in r._glTextures){var s=r._glTextures[a];if(s!==i&&s.dirtyId!==r.dirtyId){n=!1;break}}n&&(this.bitmap.close&&this.bitmap.close(),this.bitmap=null)}return!0},t.prototype.dispose=function(){e.prototype.dispose.call(this),this.bitmap&&(this.bitmap.close(),this.bitmap=null),this._process=null,this._load=null},t}($t),Jt=[];function er(e,t){if(!e)return null;var r="";if("string"==typeof e){var i=/\.(\w{3,4})(?:$|\?|#)/i.exec(e);i&&(r=i[1].toLowerCase())}for(var n=Jt.length-1;n>=0;--n){var a=Jt[n];if(a.test&&a.test(e,r))return new a(e,t)}return new Zt(e,t)}var tr=function(e){function 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new Error("Resource can be set only once");return e.bind(this),this.resource=e,this},t.prototype.update=function(){this.valid?(this.dirtyId++,this.dirtyStyleId++,this.emit("update",this)):this.width>0&&this.height>0&&(this.valid=!0,this.emit("loaded",this),this.emit("update",this))},t.prototype.destroy=function(){this.resource&&(this.resource.unbind(this),this.resource.internal&&this.resource.destroy(),this.resource=null),this.cacheId&&(delete $e[this.cacheId],delete Qe[this.cacheId],this.cacheId=null),this.dispose(),t.removeFromCache(this),this.textureCacheIds=null,this.destroyed=!0},t.prototype.dispose=function(){this.emit("dispose",this)},t.from=function(e,r){var i=null;"string"==typeof e?i=e:(e._pixiId||(e._pixiId="pixiid_"+ze()),i=e._pixiId);var n=$e[i];return n||((n=new t(e,r)).cacheId=i,t.addToCache(n,i)),n},t.fromBuffer=function(e,r,i,n){e=e||new Float32Array(r*i*4);var a=new tr(e,{width:r,height:i}),s=e instanceof Float32Array?ve.FLOAT:ve.UNSIGNED_BYTE;return new 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3===this.source.readyState||4===this.source.readyState},t.prototype._onPlayStart=function(){this.valid||this._onCanPlay(),!this._isAutoUpdating&&this.autoUpdate&&(qt.shared.add(this.update,this),this._isAutoUpdating=!0)},t.prototype._onPlayStop=function(){this._isAutoUpdating&&(qt.shared.remove(this.update,this),this._isAutoUpdating=!1)},t.prototype._onCanPlay=function(){var e=this.source;e.removeEventListener("canplay",this._onCanPlay),e.removeEventListener("canplaythrough",this._onCanPlay);var t=this.valid;this.resize(e.videoWidth,e.videoHeight),!t&&this._resolve&&(this._resolve(this),this._resolve=null),this._isSourcePlaying()?this._onPlayStart():this.autoPlay&&e.play()},t.prototype.dispose=function(){this._isAutoUpdating&&qt.shared.remove(this.update,this),this.source&&(this.source.pause(),this.source.src="",this.source.load()),e.prototype.dispose.call(this)},r.autoUpdate.get=function(){return 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t.prototype.initPlugins=function(e){for(var t in e)this.plugins[t]=new e[t](this)},r.width.get=function(){return this.view.width},r.height.get=function(){return this.view.height},t.prototype.resize=function(e,t){this.screen.width=e,this.screen.height=t,this.view.width=e*this.resolution,this.view.height=t*this.resolution,this.autoDensity&&(this.view.style.width=e+"px",this.view.style.height=t+"px")},t.prototype.generateTexture=function(e,t,r,i){0===(i=i||e.getLocalBounds()).width&&(i.width=1),0===i.height&&(i.height=1);var n=fr.create(0|i.width,0|i.height,t,r);return Yi.tx=-i.x,Yi.ty=-i.y,this.render(e,n,!1,Yi,!!e.parent),n},t.prototype.destroy=function(e){for(var t in 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e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.create=function(e){if(we())return new t(e);throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.')},t.prototype.addSystem=function(e,t){t||(t=e.name);var r=new e(this);if(this[t])throw new Error('Whoops! 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this.runners.reset.run(),this},t.prototype.clear=function(){this.framebuffer.bind(),this.framebuffer.clear()},t.prototype.destroy=function(t){this.runners.destroy.run(),e.prototype.destroy.call(this,t),this.gl=null},t.registerPlugin=function(e,r){t.__plugins=t.__plugins||{},t.__plugins[e]=r},t}(Vi);function zi(e){return Hi.create(e)}var qi="attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",Wi="attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void 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e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t}(Ir),Ki=function(){this.textures=[],this.ids=[],this.blend=0,this.textureCount=0,this.start=0,this.size=0,this.type=4},Qi=function(e){this.vertices=new ArrayBuffer(e),this.float32View=new Float32Array(this.vertices),this.uint32View=new Uint32Array(this.vertices)};Qi.prototype.destroy=function(){this.vertices=null,this.float32View=null,this.uint32View=null};var $i="precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n",Zi=["varying vec2 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e,t,r=this.renderer.gl,i=this.MAX_TEXTURES,n=this.getAttributeBuffer(this.currentSize),a=this.getIndexBuffer(this.currentIndexSize),s=this.elements,o=this.groups,l=n.float32View,c=n.uint32View,_=this.renderer.textureGC.count,d=0,u=0,p=0,m=0,h=o[0],E=-1;h.textureCount=0,h.start=0,h.blend=E;var S,f=++ir._globalBatch;for(S=0;S=0;_--){var d=c[_],u=this.processInteractive(e,d,r,i,o);if(u){if(!d.parent)continue;o=!1,u&&(e.target&&(i=!1),s=!0)}}return n&&(i&&!e.target&&!t.hitArea&&t.containsPoint&&t.containsPoint(a)&&(s=!0),t.interactive&&(s&&!e.target&&(e.target=t),r&&r(e,t,!!s))),s},t.prototype.onPointerDown=function(e){if(!this.supportsTouchEvents||"touch"!==e.pointerType){var t=this.normalizeToPointerData(e);if(this.autoPreventDefault&&t[0].isNormalized)(e.cancelable||!("cancelable"in e))&&e.preventDefault();for(var r=t.length,i=0;ithis.maxSegments&&(r=this.maxSegments),r}},Sn=function(){this.reset()};Sn.prototype.clone=function(){var e=new Sn;return e.color=this.color,e.alpha=this.alpha,e.texture=this.texture,e.matrix=this.matrix,e.visible=this.visible,e},Sn.prototype.reset=function(){this.color=16777215,this.alpha=1,this.texture=Er.WHITE,this.matrix=null,this.visible=!1},Sn.prototype.destroy=function(){this.texture=null,this.matrix=null};var fn=function(e,t,r,i){void 0===t&&(t=null),void 0===r&&(r=null),void 0===i&&(i=null),this.shape=e,this.lineStyle=r,this.fillStyle=t,this.matrix=i,this.type=e.type,this.points=[],this.holes=[]};fn.prototype.clone=function(){return new fn(this.shape,this.fillStyle,this.lineStyle,this.matrix)},fn.prototype.destroy=function(){this.shape=null,this.holes.length=0,this.holes=null,this.points.length=0,this.points=null,this.lineStyle=null,this.fillStyle=null};var bn={build:function(e){var t,r,i=e.shape,n=e.points,a=i.x,s=i.y;if(n.length=0,e.type===mt.CIRC?(t=i.radius,r=i.radius):(t=i.width,r=i.height),0!==t&&0!==r){var o=Math.floor(30*Math.sqrt(i.radius))||Math.floor(15*Math.sqrt(i.width+i.height));o/=2.3;for(var l=2*Math.PI/o,c=0;c196*h*h?(N=v-R,O=y-C,I=Math.sqrt(N*N+O*O),N/=I,O/=I,N*=h,O*=h,d.push(S-N*x,f-O*x),d.push(S+N*D,f+O*D),d.push(S-N*D*x,f-O*x),p++):(d.push(S+(B-S)*x,f+(Y-f)*x),d.push(S-(B-S)*D,f-(Y-f)*D))}}g=i[2*(u-2)],E=i[2*(u-2)+1],S=i[2*(u-1)],f=i[2*(u-1)+1],v=-(E-f),y=g-S,I=Math.sqrt(v*v+y*y),v/=I,y/=I,v*=h,y*=h,d.push(S-v*x,f-y*x),d.push(S+v*D,f+y*D);for(var H=t.indices,z=0;z=6){for(var s=[],o=0;o0){this.boundsDirty=-1,this.dirty++,this.clearDirty++,this.batchDirty++,this.graphicsData.length=0,this.shapeIndex=0,this.points.length=0,this.colors.length=0,this.uvs.length=0,this.indices.length=0,this.textureIds.length=0;for(var e=0;e0&&(i=Nn.pop()||new An,this.batches.push(i)),i.style=u,i.start=m,i.attribStart=h}var g=this.points.length/2;if(0===d)o.holes.length?(this.processHoles(o.holes),vn.triangulate(o,this)):l.triangulate(o,this);else{Tn(o,this);for(var E=0;E0&&(a=On.pop()||new Ki,this.drawCalls.push(a)),a.start=d,a.size=0,a.textureCount=0,a.type=_),h.touched=1,h._batchEnabled=e,h._id=s,h.wrapMode=10497,a.textures[a.textureCount++]=h,s++)),a.size+=p.size,d+=p.size,l=h._id,this.addColors(i,m.color,m.alpha,p.attribSize),this.addTextureIds(n,l,p.attribSize)}ir._globalBatch=e;for(var g=this.points,E=new ArrayBuffer(3*g.length*4),S=new Float32Array(E),f=new Uint32Array(E),b=0,T=0;Tt?a+o:t,r=si?s+l:i;else if(d===mt.CIRC)a=n.x,s=n.y,e=a-(o=n.radius+u/2)t?a+o:t,r=s-(l=n.radius+u/2)i?s+l:i;else if(d===mt.ELIP)a=n.x,s=n.y,e=a-(o=n.width+u/2)t?a+o:t,r=s-(l=n.height+u/2)i?s+l:i;else for(var p=n.points,m=0,h=0,g=0,E=0,S=0,f=0,b=0,T=0,v=0;v+2t?b+S:t,r=(T=(h+s)/2)-(f=(l/o*g+E)/2)i?T+f:i)}else e=0,t=0,r=0,i=0;var y=this.boundsPadding;this._bounds.minX=e-y,this._bounds.maxX=t+y,this._bounds.minY=r-y,this._bounds.maxY=i+y},t.prototype.transformPoints=function(e,t){for(var r=0;r>16)+(65280&t)+((255&t)<<16),r);i-- >0;)e.push(n)},t.prototype.addTextureIds=function(e,t,r){for(;r-- 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wt,this.currentPath.closeStroke=!1},t.prototype.finishPoly=function(){this.currentPath&&(this.currentPath.points.length>2?(this.drawShape(this.currentPath),this.currentPath=null):this.currentPath.points.length=0)},t.prototype.moveTo=function(e,t){return this.startPoly(),this.currentPath.points[0]=e,this.currentPath.points[1]=t,this},t.prototype.lineTo=function(e,t){this.currentPath||this.moveTo(0,0);var r=this.currentPath.points,i=r[r.length-2],n=r[r.length-1];return i===e&&n===t||r.push(e,t),this},t.prototype._initCurve=function(e,t){void 0===e&&(e=0),void 0===t&&(t=0),this.currentPath?0===this.currentPath.points.length&&(this.currentPath.points=[e,t]):this.moveTo(e,t)},t.prototype.quadraticCurveTo=function(e,t,r,i){this._initCurve();var n=this.currentPath.points;return 0===n.length&&this.moveTo(0,0),Mn.curveTo(e,t,r,i,n),this},t.prototype.bezierCurveTo=function(e,t,r,i,n,a){return this._initCurve(),wn.curveTo(e,t,r,i,n,a,this.currentPath.points),this},t.prototype.arcTo=function(e,t,r,i,n){this._initCurve(e,t);var a=this.currentPath.points,s=Pn.curveTo(e,t,r,i,n,a);if(s){var o=s.cx,l=s.cy,c=s.radius,_=s.startAngle,d=s.endAngle,u=s.anticlockwise;this.arc(o,l,c,_,d,u)}return this},t.prototype.arc=function(e,t,r,i,n,a){if(void 0===a&&(a=!1),i===n)return this;if(!a&&n<=i?n+=dt:a&&i<=n&&(i+=dt),0===n-i)return this;var s=e+Math.cos(i)*r,o=t+Math.sin(i)*r,l=this.currentPath?this.currentPath.points:null;if(l){var c=Math.abs(l[l.length-2]-s),_=Math.abs(l[l.length-1]-o);c<.001&&_<.001||l.push(s,o)}else this.moveTo(s,o),l=this.currentPath.points;return Pn.arc(s,o,e,t,r,i,n,a,l),this},t.prototype.beginFill=function(e,t){return void 0===e&&(e=0),void 0===t&&(t=1),this.beginTextureFill(Er.WHITE,e,t)},t.prototype.beginTextureFill=function(e,t,r,i){void 0===e&&(e=Er.WHITE),void 0===t&&(t=16777215),void 0===r&&(r=1),void 0===i&&(i=null),this.currentPath&&this.startPoly();var n=r>0;return n?(i&&(i=i.clone()).invert(),Object.assign(this._fillStyle,{color:t,alpha:r,texture:e,matrix:i,visible:n})):this._fillStyle.reset(),this},t.prototype.endFill=function(){return this.finishPoly(),this._fillStyle.reset(),this},t.prototype.drawRect=function(e,t,r,i){return this.drawShape(new Ot(e,t,r,i))},t.prototype.drawRoundedRect=function(e,t,r,i,n){return this.drawShape(new Mt(e,t,r,i,n))},t.prototype.drawCircle=function(e,t,r){return this.drawShape(new xt(e,t,r))},t.prototype.drawEllipse=function(e,t,r,i){return this.drawShape(new Dt(e,t,r,i))},t.prototype.drawPolygon=function(e){var t=arguments,r=e,i=!0;if(r.points&&(i=r.closeStroke,r=r.points),!Array.isArray(r)){r=new Array(arguments.length);for(var n=0;n>16&255)/255*E,h.tint[1]=(g>>8&255)/255*E,h.tint[2]=(255&g)/255*E,h.tint[3]=E,e.shader.bind(this.shader),e.geometry.bind(t,this.shader),e.state.setState(this.state);for(var S=0;S>16)+(65280&n)+((255&n)<<16)}}},t.prototype.calculateVertices=function(){if(this._transformID!==this.transform._worldID){this._transformID=this.transform._worldID;for(var e=this.transform.worldTransform,t=e.a,r=e.b,i=e.c,n=e.d,a=e.tx,s=e.ty,o=this.geometry.points,l=this.vertexData,c=0,_=0;_=i&&Gn.x=n&&Gn.y>16)+(65280&e)+((255&e)<<16)},r.texture.get=function(){return this._texture},r.texture.set=function(e){this._texture!==e&&(this._texture=e||Er.EMPTY,this._cachedTint=16777215,this._textureID=-1,this._textureTrimmedID=-1,e&&(e.baseTexture.valid?this._onTextureUpdate():e.once("update",this._onTextureUpdate,this)))},Object.defineProperties(t.prototype,r),t}(Ut),Vn={LINEAR_VERTICAL:0,LINEAR_HORIZONTAL:1},Hn={align:"left",breakWords:!1,dropShadow:!1,dropShadowAlpha:1,dropShadowAngle:Math.PI/6,dropShadowBlur:0,dropShadowColor:"black",dropShadowDistance:5,fill:"black",fillGradientType:Vn.LINEAR_VERTICAL,fillGradientStops:[],fontFamily:"Arial",fontSize:26,fontStyle:"normal",fontVariant:"normal",fontWeight:"normal",letterSpacing:0,lineHeight:0,lineJoin:"miter",miterLimit:10,padding:0,stroke:"black",strokeThickness:0,textBaseline:"alphabetic",trim:!1,whiteSpace:"pre",wordWrap:!1,wordWrapWidth:100,leading:0},zn=["serif","sans-serif","monospace","cursive","fantasy","system-ui"],qn=function(e){this.styleID=0,this.reset(),Kn(this,e,e)},Wn={align:{configurable:!0},breakWords:{configurable:!0},dropShadow:{configurable:!0},dropShadowAlpha:{configurable:!0},dropShadowAngle:{configurable:!0},dropShadowBlur:{configurable:!0},dropShadowColor:{configurable:!0},dropShadowDistance:{configurable:!0},fill:{configurable:!0},fillGradientType:{configurable:!0},fillGradientStops:{configurable:!0},fontFamily:{configurable:!0},fontSize:{configurable:!0},fontStyle:{configurable:!0},fontVariant:{configurable:!0},fontWeight:{configurable:!0},letterSpacing:{configurable:!0},lineHeight:{configurable:!0},leading:{configurable:!0},lineJoin:{configurable:!0},miterLimit:{configurable:!0},padding:{configurable:!0},stroke:{configurable:!0},strokeThickness:{configurable:!0},textBaseline:{configurable:!0},trim:{configurable:!0},whiteSpace:{configurable:!0},wordWrap:{configurable:!0},wordWrapWidth:{configurable:!0}};function jn(e){return"number"==typeof e?Pe(e):("string"==typeof e&&0===e.indexOf("0x")&&(e=e.replace("0x","#")),e)}function Xn(e){if(Array.isArray(e)){for(var t=0;t=0;r--){var i=t[r].trim();!/([\"\'])[^\'\"]+\1/.test(i)&&zn.indexOf(i)<0&&(i='"'+i+'"'),t[r]=i}return this.fontStyle+" "+this.fontVariant+" "+this.fontWeight+" "+e+" "+t.join(",")},Object.defineProperties(qn.prototype,Wn);var Qn=function(e,t,r,i,n,a,s,o,l){this.text=e,this.style=t,this.width=r,this.height=i,this.lines=n,this.lineWidths=a,this.lineHeight=s,this.maxLineWidth=o,this.fontProperties=l};Qn.measureText=function(e,t,r,i){void 0===i&&(i=Qn._canvas),r=null==r?t.wordWrap:r;var n=t.toFontString(),a=Qn.measureFont(n);0===a.fontSize&&(a.fontSize=t.fontSize,a.ascent=t.fontSize);var s=i.getContext("2d");s.font=n;for(var o=(r?Qn.wordWrap(e,t,i):e).split(/(?:\r\n|\r|\n)/),l=new Array(o.length),c=0,_=0;_p)if(""!==a&&(s+=Qn.addLine(a),a="",n=0),Qn.canBreakWords(g,t.breakWords))for(var b=g.split(""),T=0;Tp&&(s+=Qn.addLine(a),u=!1,a="",n=0),a+=v,n+=N}else{a.length>0&&(s+=Qn.addLine(a),a="",n=0);var O=h===m.length-1;s+=Qn.addLine(g,!O),u=!1,a="",n=0}else f+n>p&&(u=!1,s+=Qn.addLine(a),a="",n=0),(a.length>0||!Qn.isBreakingSpace(g)||u)&&(a+=g,n+=f)}return s+=Qn.addLine(a,!1)},Qn.addLine=function(e,t){return void 0===t&&(t=!0),e=Qn.trimRight(e),e=t?e+"\n":e},Qn.getFromCache=function(e,t,r,i){var n=r[e];if(void 0===n){var a=e.length*t;n=i.measureText(e).width+a,r[e]=n}return n},Qn.collapseSpaces=function(e){return"normal"===e||"pre-line"===e},Qn.collapseNewlines=function(e){return"normal"===e},Qn.trimRight=function(e){if("string"!=typeof e)return"";for(var t=e.length-1;t>=0;t--){var r=e[t];if(!Qn.isBreakingSpace(r))break;e=e.slice(0,-1)}return e},Qn.isNewline=function(e){return"string"==typeof e&&Qn._newlines.indexOf(e.charCodeAt(0))>=0},Qn.isBreakingSpace=function(e){return"string"==typeof e&&Qn._breakingSpaces.indexOf(e.charCodeAt(0))>=0},Qn.tokenize=function(e){var t=[],r="";if("string"!=typeof e)return t;for(var i=0;is;--d){for(var h=0;h<_;h+=4)if(255!==l[u+h]){p=!0;break}if(p)break;u-=_}return t.descent=d-s,t.fontSize=t.ascent+t.descent,Qn._fonts[e]=t,t},Qn.clearMetrics=function(e){void 0===e&&(e=""),e?delete Qn._fonts[e]:Qn._fonts={}};var $n=document.createElement("canvas");$n.width=$n.height=10,Qn._canvas=$n,Qn._context=$n.getContext("2d"),Qn._fonts={},Qn.METRICS_STRING="|ÉqÅ",Qn.BASELINE_SYMBOL="M",Qn.BASELINE_MULTIPLIER=1.4,Qn._newlines=[10,13],Qn._breakingSpaces=[9,32,8192,8193,8194,8195,8196,8197,8198,8200,8201,8202,8287,12288];var Zn={texture:!0,children:!1,baseTexture:!0},Jn=function(e){function t(t,r,i){(i=i||document.createElement("canvas")).width=3,i.height=3;var n=Er.from(i);n.orig=new Ot,n.trim=new Ot,e.call(this,n),this.canvas=i,this.context=this.canvas.getContext("2d"),this._resolution=g.RESOLUTION,this._autoResolution=!0,this._text=null,this._style=null,this._styleListener=null,this._font="",this.text=t,this.style=r,this.localStyleID=-1}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var r={width:{configurable:!0},height:{configurable:!0},style:{configurable:!0},text:{configurable:!0},resolution:{configurable:!0}};return t.prototype.updateText=function(e){var t=this._style;if(this.localStyleID!==t.styleID&&(this.dirty=!0,this.localStyleID=t.styleID),this.dirty||!e){this._font=this._style.toFontString();var r,i,n=this.context,a=Qn.measureText(this._text||" ",this._style,this._style.wordWrap,this.canvas),s=a.width,o=a.height,l=a.lines,c=a.lineHeight,_=a.lineWidths,d=a.maxLineWidth,u=a.fontProperties;if(this.canvas.width=Math.ceil((Math.max(1,s)+2*t.padding)*this._resolution),this.canvas.height=Math.ceil((Math.max(1,o)+2*t.padding)*this._resolution),n.scale(this._resolution,this._resolution),n.clearRect(0,0,this.canvas.width,this.canvas.height),n.font=this._font,n.strokeStyle=t.stroke,n.lineWidth=t.strokeThickness,n.textBaseline=t.textBaseline,n.lineJoin=t.lineJoin,n.miterLimit=t.miterLimit,t.dropShadow){var p=t.dropShadowColor,m=Me("number"==typeof p?p:Le(p));n.shadowColor="rgba("+255*m[0]+","+255*m[1]+","+255*m[2]+","+t.dropShadowAlpha+")",n.shadowBlur=t.dropShadowBlur,n.shadowOffsetX=Math.cos(t.dropShadowAngle)*t.dropShadowDistance,n.shadowOffsetY=Math.sin(t.dropShadowAngle)*t.dropShadowDistance}else n.shadowColor=0,n.shadowBlur=0,n.shadowOffsetX=0,n.shadowOffsetY=0;n.fillStyle=this._generateFillStyle(t,l);for(var h=0;h0};var ta=function(e){var t=this;this.limiter=new ea(g.UPLOADS_PER_FRAME),this.renderer=e,this.uploadHookHelper=null,this.queue=[],this.addHooks=[],this.uploadHooks=[],this.completes=[],this.ticking=!1,this.delayedTick=function(){t.queue&&t.prepareItems()},this.registerFindHook(oa),this.registerFindHook(la),this.registerFindHook(ra),this.registerFindHook(ia),this.registerFindHook(na),this.registerUploadHook(aa),this.registerUploadHook(sa)};function ra(e,t){var r=!1;if(e&&e._textures&&e._textures.length)for(var i=0;i=0;i--)this.add(e.children[i]);return this},ta.prototype.destroy=function(){this.ticking&&qt.system.remove(this.tick,this),this.ticking=!1,this.addHooks=null,this.uploadHooks=null,this.renderer=null,this.completes=null,this.queue=null,this.limiter=null,this.uploadHookHelper=null};var ca=function(e){function t(t){e.call(this,t),this.uploadHookHelper=this.renderer,this.registerFindHook(ua),this.registerUploadHook(_a),this.registerUploadHook(da)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t}(ta);function _a(e,t){return t instanceof ir&&(t._glTextures[e.CONTEXT_UID]||e.textureManager.updateTexture(t),!0)}function da(e,t){return t instanceof Fn&&((t.dirty||t.clearDirty||!t._webGL[e.plugins.graphics.CONTEXT_UID])&&e.plugins.graphics.updateGraphics(t),!0)}function ua(e,t){return e instanceof Fn&&(t.push(e),!0)}var pa=function(e){this.maxMilliseconds=e,this.frameStart=0};pa.prototype.beginFrame=function(){this.frameStart=Date.now()},pa.prototype.allowedToUpload=function(){return Date.now()-this.frameStart0||t.responseType===e.XHR_RESPONSE_TYPE.BUFFER)?i=200:1223===i&&(i=204),2===(i/100|0)){if(this.xhrType===e.XHR_RESPONSE_TYPE.TEXT)this.data=r,this.type=e.TYPE.TEXT;else if(this.xhrType===e.XHR_RESPONSE_TYPE.JSON)try{this.data=JSON.parse(r),this.type=e.TYPE.JSON}catch(e){return void this.abort("Error trying to parse loaded json: "+e)}else if(this.xhrType===e.XHR_RESPONSE_TYPE.DOCUMENT)try{if(window.DOMParser){var n=new DOMParser;this.data=n.parseFromString(r,"text/xml")}else{var a=document.createElement("div");a.innerHTML=r,this.data=a}this.type=e.TYPE.XML}catch(e){return void this.abort("Error trying to parse loaded xml: "+e)}else this.data=t.response||r;this.complete()}else this.abort("["+t.status+"] "+t.statusText+": "+t.responseURL)},e.prototype._determineCrossOrigin=function(e,t){if(0===e.indexOf("data:"))return"";if(window.origin!==window.location.origin)return"anonymous";t=t||window.location,o||(o=document.createElement("a")),o.href=e;var r=!(e=(0,i.default)(o.href,{strictMode:!0})).port&&""===t.port||e.port===t.port,n=e.protocol?e.protocol+":":"";return e.host===t.hostname&&r&&n===t.protocol?"":"anonymous"},e.prototype._determineXhrType=function(){return e._xhrTypeMap[this.extension]||e.XHR_RESPONSE_TYPE.TEXT},e.prototype._determineLoadType=function(){return 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e[0]=t[0]*r[0]+t[1]*r[5]+t[2]*r[10]+t[3]*r[15],e[1]=t[0]*r[1]+t[1]*r[6]+t[2]*r[11]+t[3]*r[16],e[2]=t[0]*r[2]+t[1]*r[7]+t[2]*r[12]+t[3]*r[17],e[3]=t[0]*r[3]+t[1]*r[8]+t[2]*r[13]+t[3]*r[18],e[4]=t[0]*r[4]+t[1]*r[9]+t[2]*r[14]+t[3]*r[19]+t[4],e[5]=t[5]*r[0]+t[6]*r[5]+t[7]*r[10]+t[8]*r[15],e[6]=t[5]*r[1]+t[6]*r[6]+t[7]*r[11]+t[8]*r[16],e[7]=t[5]*r[2]+t[6]*r[7]+t[7]*r[12]+t[8]*r[17],e[8]=t[5]*r[3]+t[6]*r[8]+t[7]*r[13]+t[8]*r[18],e[9]=t[5]*r[4]+t[6]*r[9]+t[7]*r[14]+t[8]*r[19]+t[9],e[10]=t[10]*r[0]+t[11]*r[5]+t[12]*r[10]+t[13]*r[15],e[11]=t[10]*r[1]+t[11]*r[6]+t[12]*r[11]+t[13]*r[16],e[12]=t[10]*r[2]+t[11]*r[7]+t[12]*r[12]+t[13]*r[17],e[13]=t[10]*r[3]+t[11]*r[8]+t[12]*r[13]+t[13]*r[18],e[14]=t[10]*r[4]+t[11]*r[9]+t[12]*r[14]+t[13]*r[19]+t[14],e[15]=t[15]*r[0]+t[16]*r[5]+t[17]*r[10]+t[18]*r[15],e[16]=t[15]*r[1]+t[16]*r[6]+t[17]*r[11]+t[18]*r[16],e[17]=t[15]*r[2]+t[16]*r[7]+t[17]*r[12]+t[18]*r[17],e[18]=t[15]*r[3]+t[16]*r[8]+t[17]*r[13]+t[18]*r[18],e[19]=t[15]*r[4]+t[16]*r[9]+t[17]*r[14]+t[18]*r[19]+t[19],e},t.prototype._colorMatrix=function(e){var t=new Float32Array(e);return t[4]/=255,t[9]/=255,t[14]/=255,t[19]/=255,t},t.prototype.brightness=function(e,t){var r=[e,0,0,0,0,0,e,0,0,0,0,0,e,0,0,0,0,0,1,0];this._loadMatrix(r,t)},t.prototype.greyscale=function(e,t){var r=[e,e,e,0,0,e,e,e,0,0,e,e,e,0,0,0,0,0,1,0];this._loadMatrix(r,t)},t.prototype.blackAndWhite=function(e){this._loadMatrix([.3,.6,.1,0,0,.3,.6,.1,0,0,.3,.6,.1,0,0,0,0,0,1,0],e)},t.prototype.hue=function(e,t){e=(e||0)/180*Math.PI;var r=Math.cos(e),i=Math.sin(e),n=1/3,a=(0,Math.sqrt)(n),s=[r+(1-r)*n,n*(1-r)-a*i,n*(1-r)+a*i,0,0,n*(1-r)+a*i,r+n*(1-r),n*(1-r)-a*i,0,0,n*(1-r)-a*i,n*(1-r)+a*i,r+n*(1-r),0,0,0,0,0,1,0];this._loadMatrix(s,t)},t.prototype.contrast=function(e,t){var r=(e||0)+1,i=-.5*(r-1),n=[r,0,0,0,i,0,r,0,0,i,0,0,r,0,i,0,0,0,1,0];this._loadMatrix(n,t)},t.prototype.saturate=function(e,t){void 0===e&&(e=0);var r=2*e/3+1,i=-.5*(r-1),n=[r,i,i,0,0,i,r,i,0,0,i,i,r,0,0,0,0,0,1,0];this._loadMatrix(n,t)},t.prototype.desaturate=function(){this.saturate(-1)},t.prototype.negative=function(e){this._loadMatrix([-1,0,0,1,0,0,-1,0,1,0,0,0,-1,1,0,0,0,0,1,0],e)},t.prototype.sepia=function(e){this._loadMatrix([.393,.7689999,.18899999,0,0,.349,.6859999,.16799999,0,0,.272,.5339999,.13099999,0,0,0,0,0,1,0],e)},t.prototype.technicolor=function(e){this._loadMatrix([1.9125277891456083,-.8545344976951645,-.09155508482755585,0,11.793603434377337,-.3087833385928097,1.7658908555458428,-.10601743074722245,0,-70.35205161461398,-.231103377548616,-.7501899197440212,1.847597816108189,0,30.950940869491138,0,0,0,1,0],e)},t.prototype.polaroid=function(e){this._loadMatrix([1.438,-.062,-.062,0,0,-.122,1.378,-.122,0,0,-.016,-.016,1.483,0,0,0,0,0,1,0],e)},t.prototype.toBGR=function(e){this._loadMatrix([0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0],e)},t.prototype.kodachrome=function(e){this._loadMatrix([1.1285582396593525,-.3967382283601348,-.03992559172921793,0,63.72958762196502,-.16404339962244616,1.0835251566291304,-.05498805115633132,0,24.732407896706203,-.16786010706155763,-.5603416277695248,1.6014850761964943,0,35.62982807460946,0,0,0,1,0],e)},t.prototype.browni=function(e){this._loadMatrix([.5997023498159715,.34553243048391263,-.2708298674538042,0,47.43192855600873,-.037703249837783157,.8609577587992641,.15059552388459913,0,-36.96841498319127,.24113635128153335,-.07441037908422492,.44972182064877153,0,-7.562075277591283,0,0,0,1,0],e)},t.prototype.vintage=function(e){this._loadMatrix([.6279345635605994,.3202183420819367,-.03965408211312453,0,9.651285835294123,.02578397704808868,.6441188644374771,.03259127616149294,0,7.462829176470591,.0466055556782719,-.0851232987247891,.5241648018700465,0,5.159190588235296,0,0,0,1,0],e)},t.prototype.colorTone=function(e,t,r,i,n){var a=((r=r||16770432)>>16&255)/255,s=(r>>8&255)/255,o=(255&r)/255,l=((i=i||3375104)>>16&255)/255,c=(i>>8&255)/255,_=(255&i)/255,d=[.3,.59,.11,0,0,a,s,o,e=e||.2,0,l,c,_,t=t||.15,0,a-l,s-c,o-_,0,0];this._loadMatrix(d,n)},t.prototype.night=function(e,t){var r=[-2*(e=e||.1),-e,0,0,0,-e,0,e,0,0,0,e,2*e,0,0,0,0,0,1,0];this._loadMatrix(r,t)},t.prototype.predator=function(e,t){var r=[11.224130630493164*e,-4.794486999511719*e,-2.8746118545532227*e,0*e,.40342438220977783*e,-3.6330697536468506*e,9.193157196044922*e,-2.951810836791992*e,0*e,-1.316135048866272*e,-3.2184197902679443*e,-4.2375030517578125*e,7.476448059082031*e,0*e,.8044459223747253*e,0,0,0,1,0];this._loadMatrix(r,t)},t.prototype.lsd=function(e){this._loadMatrix([2,-.4,.5,0,0,-.5,2,-.4,0,0,-.4,-.5,3,0,0,0,0,0,1,0],e)},t.prototype.reset=function(){this._loadMatrix([1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0],!1)},r.matrix.get=function(){return this.uniforms.m},r.matrix.set=function(e){this.uniforms.m=e},r.alpha.get=function(){return this.uniforms.uAlpha},r.alpha.set=function(e){this.uniforms.uAlpha=e},Object.defineProperties(t.prototype,r),t}(gi);ps.prototype.grayscale=ps.prototype.greyscale;var ms="attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n",hs="varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n",gs=function(e){function t(t,r){var i=new ht;t.renderable=!1,e.call(this,ms,hs,{mapSampler:t._texture,filterMatrix:i,scale:{x:1,y:1},rotation:new Float32Array([1,0,0,1])}),this.maskSprite=t,this.maskMatrix=i,null==r&&(r=20),this.scale=new lt(r,r)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var r={map:{configurable:!0}};return t.prototype.apply=function(e,t,r,i){this.uniforms.filterMatrix=e.calculateSpriteMatrix(this.maskMatrix,this.maskSprite),this.uniforms.scale.x=this.scale.x,this.uniforms.scale.y=this.scale.y;var n=this.maskSprite.transform.worldTransform,a=Math.sqrt(n.a*n.a+n.b*n.b),s=Math.sqrt(n.c*n.c+n.d*n.d);0!==a&&0!==s&&(this.uniforms.rotation[0]=n.a/a,this.uniforms.rotation[1]=n.b/a,this.uniforms.rotation[2]=n.c/s,this.uniforms.rotation[3]=n.d/s),e.applyFilter(this,t,r,i)},r.map.get=function(){return this.uniforms.mapSampler},r.map.set=function(e){this.uniforms.mapSampler=e},Object.defineProperties(t.prototype,r),t}(gi),Es="\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputPixel;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n",Ss='varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputPixel;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it\'s\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n',fs=function(e){function t(){e.call(this,Es,Ss)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t}(gi),bs="precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n",Ts=function(e){function t(t,r){void 0===t&&(t=.5),void 0===r&&(r=Math.random()),e.call(this,Wi,bs,{uNoise:0,uSeed:0}),this.noise=t,this.seed=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var r={noise:{configurable:!0},seed:{configurable:!0}};return r.noise.get=function(){return this.uniforms.uNoise},r.noise.set=function(e){this.uniforms.uNoise=e},r.seed.get=function(){return this.uniforms.uSeed},r.seed.set=function(e){this.uniforms.uSeed=e},Object.defineProperties(t.prototype,r),t}(gi),vs=new ht;Lt.prototype._cacheAsBitmap=!1,Lt.prototype._cacheData=!1;var ys=function(){this.textureCacheId=null,this.originalRender=null,this.originalRenderCanvas=null,this.originalCalculateBounds=null,this.originalGetLocalBounds=null,this.originalUpdateTransform=null,this.originalHitTest=null,this.originalDestroy=null,this.originalMask=null,this.originalFilterArea=null,this.sprite=null};Object.defineProperties(Lt.prototype,{cacheAsBitmap:{get:function(){return this._cacheAsBitmap},set:function(e){var t;this._cacheAsBitmap!==e&&(this._cacheAsBitmap=e,e?(this._cacheData||(this._cacheData=new ys),(t=this._cacheData).originalRender=this.render,t.originalRenderCanvas=this.renderCanvas,t.originalUpdateTransform=this.updateTransform,t.originalCalculateBounds=this.calculateBounds,t.originalGetLocalBounds=this.getLocalBounds,t.originalDestroy=this.destroy,t.originalContainsPoint=this.containsPoint,t.originalMask=this._mask,t.originalFilterArea=this.filterArea,this.render=this._renderCached,this.renderCanvas=this._renderCachedCanvas,this.destroy=this._cacheAsBitmapDestroy):((t=this._cacheData).sprite&&this._destroyCachedDisplayObject(),this.render=t.originalRender,this.renderCanvas=t.originalRenderCanvas,this.calculateBounds=t.originalCalculateBounds,this.getLocalBounds=t.originalGetLocalBounds,this.destroy=t.originalDestroy,this.updateTransform=t.originalUpdateTransform,this.containsPoint=t.originalContainsPoint,this._mask=t.originalMask,this.filterArea=t.originalFilterArea))}}}),Lt.prototype._renderCached=function(e){!this.visible||this.worldAlpha<=0||!this.renderable||(this._initCachedDisplayObject(e),this._cacheData.sprite.transform._worldID=this.transform._worldID,this._cacheData.sprite.worldAlpha=this.worldAlpha,this._cacheData.sprite._render(e))},Lt.prototype._initCachedDisplayObject=function(e){if(!this._cacheData||!this._cacheData.sprite){var t=this.alpha;this.alpha=1,e.batch.flush();var r=this.getLocalBounds().clone();if(this.filters){var i=this.filters[0].padding;r.pad(i)}r.ceil(g.RESOLUTION);var n=e._activeRenderTarget,a=fr.create(r.width,r.height),s="cacheAsBitmap_"+ze();this._cacheData.textureCacheId=s,ir.addToCache(a.baseTexture,s),Er.addToCache(a,s);var o=vs;o.tx=-r.x,o.ty=-r.y,this.transform.worldTransform.identity(),this.render=this._cacheData.originalRender,e.render(this,a,!0,o,!0),e.renderTexture.bind(n),this.render=this._renderCached,this.updateTransform=this.displayObjectUpdateTransform,this.calculateBounds=this._calculateCachedBounds,this.getLocalBounds=this._getCachedLocalBounds,this._mask=null,this.filterArea=null;var l=new Yn(a);l.transform.worldTransform=this.transform.worldTransform,l.anchor.x=-r.x/r.width,l.anchor.y=-r.y/r.height,l.alpha=t,l._bounds=this._bounds,this._cacheData.sprite=l,this.transform._parentID=-1,this.parent?this.updateTransform():(this.parent=e._tempDisplayObjectParent,this.updateTransform(),this.parent=null),this.containsPoint=l.containsPoint.bind(l)}},Lt.prototype._renderCachedCanvas=function(e){!this.visible||this.worldAlpha<=0||!this.renderable||(this._initCachedDisplayObjectCanvas(e),this._cacheData.sprite.worldAlpha=this.worldAlpha,this._cacheData.sprite._renderCanvas(e))},Lt.prototype._initCachedDisplayObjectCanvas=function(e){if(!this._cacheData||!this._cacheData.sprite){var t=this.getLocalBounds(),r=this.alpha;this.alpha=1;var i=e.context;t.ceil(g.RESOLUTION);var n=fr.create(t.width,t.height),a="cacheAsBitmap_"+ze();this._cacheData.textureCacheId=a,ir.addToCache(n.baseTexture,a),Er.addToCache(n,a);var s=vs;this.transform.localTransform.copyTo(s),s.invert(),s.tx-=t.x,s.ty-=t.y,this.renderCanvas=this._cacheData.originalRenderCanvas,e.render(this,n,!0,s,!1),e.context=i,this.renderCanvas=this._renderCachedCanvas,this.updateTransform=this.displayObjectUpdateTransform,this.calculateBounds=this._calculateCachedBounds,this.getLocalBounds=this._getCachedLocalBounds,this._mask=null,this.filterArea=null;var o=new 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ds_list_set ds_map_create ds_map_destroy ds_map_clear ds_map_copy ds_map_size ds_map_empty ds_map_add ds_map_add_list ds_map_add_map ds_map_replace ds_map_replace_map ds_map_replace_list ds_map_delete ds_map_exists ds_map_find_value ds_map_find_previous ds_map_find_next ds_map_find_first ds_map_find_last ds_map_write ds_map_read ds_map_secure_save ds_map_secure_load ds_map_secure_load_buffer ds_map_secure_save_buffer ds_map_set ds_priority_create ds_priority_destroy ds_priority_clear ds_priority_copy ds_priority_size ds_priority_empty ds_priority_add ds_priority_change_priority ds_priority_find_priority ds_priority_delete_value ds_priority_delete_min ds_priority_find_min ds_priority_delete_max ds_priority_find_max ds_priority_write ds_priority_read ds_grid_create ds_grid_destroy ds_grid_copy ds_grid_resize ds_grid_width ds_grid_height ds_grid_clear ds_grid_set ds_grid_add ds_grid_multiply ds_grid_set_region ds_grid_add_region ds_grid_multiply_region ds_grid_set_disk ds_grid_add_disk ds_grid_multiply_disk ds_grid_set_grid_region ds_grid_add_grid_region ds_grid_multiply_grid_region ds_grid_get ds_grid_get_sum ds_grid_get_max ds_grid_get_min ds_grid_get_mean ds_grid_get_disk_sum ds_grid_get_disk_min ds_grid_get_disk_max ds_grid_get_disk_mean ds_grid_value_exists ds_grid_value_x ds_grid_value_y ds_grid_value_disk_exists ds_grid_value_disk_x ds_grid_value_disk_y ds_grid_shuffle ds_grid_write ds_grid_read ds_grid_sort ds_grid_set ds_grid_get effect_create_below effect_create_above effect_clear part_type_create part_type_destroy part_type_exists part_type_clear part_type_shape part_type_sprite part_type_size part_type_scale part_type_orientation part_type_life part_type_step part_type_death part_type_speed part_type_direction part_type_gravity part_type_colour1 part_type_colour2 part_type_colour3 part_type_colour_mix part_type_colour_rgb part_type_colour_hsv part_type_color1 part_type_color2 part_type_color3 part_type_color_mix part_type_color_rgb part_type_color_hsv part_type_alpha1 part_type_alpha2 part_type_alpha3 part_type_blend part_system_create part_system_create_layer part_system_destroy part_system_exists part_system_clear part_system_draw_order part_system_depth part_system_position part_system_automatic_update part_system_automatic_draw part_system_update part_system_drawit part_system_get_layer part_system_layer part_particles_create part_particles_create_colour part_particles_create_color part_particles_clear part_particles_count part_emitter_create part_emitter_destroy part_emitter_destroy_all part_emitter_exists part_emitter_clear part_emitter_region part_emitter_burst part_emitter_stream external_call external_define external_free window_handle window_device matrix_get matrix_set matrix_build_identity matrix_build matrix_build_lookat matrix_build_projection_ortho matrix_build_projection_perspective matrix_build_projection_perspective_fov matrix_multiply matrix_transform_vertex matrix_stack_push matrix_stack_pop matrix_stack_multiply matrix_stack_set matrix_stack_clear matrix_stack_top matrix_stack_is_empty browser_input_capture os_get_config os_get_info os_get_language os_get_region os_lock_orientation display_get_dpi_x display_get_dpi_y display_set_gui_size display_set_gui_maximise display_set_gui_maximize device_mouse_dbclick_enable display_set_timing_method display_get_timing_method display_set_sleep_margin display_get_sleep_margin virtual_key_add virtual_key_hide virtual_key_delete virtual_key_show draw_enable_drawevent draw_enable_swf_aa draw_set_swf_aa_level draw_get_swf_aa_level draw_texture_flush draw_flush gpu_set_blendenable gpu_set_ztestenable gpu_set_zfunc gpu_set_zwriteenable gpu_set_lightingenable gpu_set_fog gpu_set_cullmode gpu_set_blendmode gpu_set_blendmode_ext gpu_set_blendmode_ext_sepalpha gpu_set_colorwriteenable gpu_set_colourwriteenable gpu_set_alphatestenable gpu_set_alphatestref gpu_set_alphatestfunc gpu_set_texfilter gpu_set_texfilter_ext gpu_set_texrepeat gpu_set_texrepeat_ext gpu_set_tex_filter gpu_set_tex_filter_ext gpu_set_tex_repeat gpu_set_tex_repeat_ext gpu_set_tex_mip_filter gpu_set_tex_mip_filter_ext gpu_set_tex_mip_bias gpu_set_tex_mip_bias_ext gpu_set_tex_min_mip gpu_set_tex_min_mip_ext gpu_set_tex_max_mip gpu_set_tex_max_mip_ext gpu_set_tex_max_aniso gpu_set_tex_max_aniso_ext gpu_set_tex_mip_enable gpu_set_tex_mip_enable_ext gpu_get_blendenable gpu_get_ztestenable gpu_get_zfunc gpu_get_zwriteenable gpu_get_lightingenable gpu_get_fog gpu_get_cullmode gpu_get_blendmode gpu_get_blendmode_ext gpu_get_blendmode_ext_sepalpha gpu_get_blendmode_src gpu_get_blendmode_dest gpu_get_blendmode_srcalpha gpu_get_blendmode_destalpha gpu_get_colorwriteenable gpu_get_colourwriteenable gpu_get_alphatestenable gpu_get_alphatestref gpu_get_alphatestfunc gpu_get_texfilter gpu_get_texfilter_ext gpu_get_texrepeat gpu_get_texrepeat_ext gpu_get_tex_filter gpu_get_tex_filter_ext gpu_get_tex_repeat gpu_get_tex_repeat_ext gpu_get_tex_mip_filter gpu_get_tex_mip_filter_ext gpu_get_tex_mip_bias gpu_get_tex_mip_bias_ext gpu_get_tex_min_mip gpu_get_tex_min_mip_ext gpu_get_tex_max_mip gpu_get_tex_max_mip_ext gpu_get_tex_max_aniso gpu_get_tex_max_aniso_ext gpu_get_tex_mip_enable gpu_get_tex_mip_enable_ext gpu_push_state gpu_pop_state gpu_get_state gpu_set_state draw_light_define_ambient draw_light_define_direction draw_light_define_point draw_light_enable draw_set_lighting draw_light_get_ambient draw_light_get draw_get_lighting shop_leave_rating url_get_domain url_open url_open_ext url_open_full get_timer achievement_login achievement_logout achievement_post achievement_increment achievement_post_score achievement_available achievement_show_achievements achievement_show_leaderboards achievement_load_friends achievement_load_leaderboard achievement_send_challenge achievement_load_progress achievement_reset achievement_login_status achievement_get_pic achievement_show_challenge_notifications achievement_get_challenges achievement_event achievement_show achievement_get_info cloud_file_save cloud_string_save cloud_synchronise ads_enable ads_disable ads_setup ads_engagement_launch ads_engagement_available ads_engagement_active ads_event ads_event_preload ads_set_reward_callback ads_get_display_height ads_get_display_width ads_move ads_interstitial_available ads_interstitial_display device_get_tilt_x device_get_tilt_y device_get_tilt_z device_is_keypad_open device_mouse_check_button device_mouse_check_button_pressed device_mouse_check_button_released device_mouse_x device_mouse_y device_mouse_raw_x device_mouse_raw_y device_mouse_x_to_gui device_mouse_y_to_gui iap_activate iap_status iap_enumerate_products iap_restore_all iap_acquire iap_consume iap_product_details iap_purchase_details facebook_init facebook_login facebook_status facebook_graph_request facebook_dialog facebook_logout facebook_launch_offerwall facebook_post_message facebook_send_invite facebook_user_id facebook_accesstoken facebook_check_permission facebook_request_read_permissions facebook_request_publish_permissions gamepad_is_supported gamepad_get_device_count gamepad_is_connected gamepad_get_description gamepad_get_button_threshold gamepad_set_button_threshold gamepad_get_axis_deadzone gamepad_set_axis_deadzone gamepad_button_count gamepad_button_check gamepad_button_check_pressed gamepad_button_check_released gamepad_button_value gamepad_axis_count gamepad_axis_value gamepad_set_vibration gamepad_set_colour gamepad_set_color os_is_paused window_has_focus code_is_compiled http_get http_get_file http_post_string http_request json_encode json_decode zip_unzip load_csv base64_encode base64_decode md5_string_unicode md5_string_utf8 md5_file os_is_network_connected sha1_string_unicode sha1_string_utf8 sha1_file os_powersave_enable analytics_event analytics_event_ext win8_livetile_tile_notification win8_livetile_tile_clear win8_livetile_badge_notification win8_livetile_badge_clear win8_livetile_queue_enable win8_secondarytile_pin win8_secondarytile_badge_notification win8_secondarytile_delete win8_livetile_notification_begin win8_livetile_notification_secondary_begin win8_livetile_notification_expiry win8_livetile_notification_tag win8_livetile_notification_text_add win8_livetile_notification_image_add win8_livetile_notification_end win8_appbar_enable win8_appbar_add_element win8_appbar_remove_element win8_settingscharm_add_entry win8_settingscharm_add_html_entry win8_settingscharm_add_xaml_entry win8_settingscharm_set_xaml_property win8_settingscharm_get_xaml_property win8_settingscharm_remove_entry win8_share_image win8_share_screenshot win8_share_file win8_share_url win8_share_text win8_search_enable win8_search_disable win8_search_add_suggestions win8_device_touchscreen_available win8_license_initialize_sandbox win8_license_trial_version winphone_license_trial_version winphone_tile_title winphone_tile_count winphone_tile_back_title winphone_tile_back_content winphone_tile_back_content_wide winphone_tile_front_image winphone_tile_front_image_small winphone_tile_front_image_wide winphone_tile_back_image winphone_tile_back_image_wide winphone_tile_background_colour winphone_tile_background_color winphone_tile_icon_image winphone_tile_small_icon_image winphone_tile_wide_content winphone_tile_cycle_images winphone_tile_small_background_image physics_world_create physics_world_gravity physics_world_update_speed physics_world_update_iterations physics_world_draw_debug physics_pause_enable physics_fixture_create physics_fixture_set_kinematic physics_fixture_set_density physics_fixture_set_awake physics_fixture_set_restitution physics_fixture_set_friction physics_fixture_set_collision_group physics_fixture_set_sensor physics_fixture_set_linear_damping physics_fixture_set_angular_damping physics_fixture_set_circle_shape physics_fixture_set_box_shape physics_fixture_set_edge_shape physics_fixture_set_polygon_shape physics_fixture_set_chain_shape physics_fixture_add_point physics_fixture_bind physics_fixture_bind_ext physics_fixture_delete physics_apply_force physics_apply_impulse physics_apply_angular_impulse physics_apply_local_force physics_apply_local_impulse physics_apply_torque physics_mass_properties physics_draw_debug physics_test_overlap physics_remove_fixture physics_set_friction physics_set_density physics_set_restitution physics_get_friction physics_get_density physics_get_restitution physics_joint_distance_create physics_joint_rope_create physics_joint_revolute_create physics_joint_prismatic_create physics_joint_pulley_create physics_joint_wheel_create physics_joint_weld_create physics_joint_friction_create physics_joint_gear_create physics_joint_enable_motor physics_joint_get_value physics_joint_set_value physics_joint_delete physics_particle_create physics_particle_delete physics_particle_delete_region_circle physics_particle_delete_region_box physics_particle_delete_region_poly physics_particle_set_flags physics_particle_set_category_flags physics_particle_draw physics_particle_draw_ext physics_particle_count physics_particle_get_data physics_particle_get_data_particle physics_particle_group_begin physics_particle_group_circle physics_particle_group_box physics_particle_group_polygon physics_particle_group_add_point physics_particle_group_end physics_particle_group_join physics_particle_group_delete physics_particle_group_count physics_particle_group_get_data physics_particle_group_get_mass physics_particle_group_get_inertia physics_particle_group_get_centre_x physics_particle_group_get_centre_y physics_particle_group_get_vel_x physics_particle_group_get_vel_y physics_particle_group_get_ang_vel physics_particle_group_get_x physics_particle_group_get_y physics_particle_group_get_angle physics_particle_set_group_flags physics_particle_get_group_flags physics_particle_get_max_count physics_particle_get_radius physics_particle_get_density physics_particle_get_damping physics_particle_get_gravity_scale physics_particle_set_max_count physics_particle_set_radius physics_particle_set_density physics_particle_set_damping physics_particle_set_gravity_scale network_create_socket network_create_socket_ext network_create_server network_create_server_raw network_connect network_connect_raw network_send_packet network_send_raw network_send_broadcast network_send_udp network_send_udp_raw network_set_timeout network_set_config network_resolve network_destroy buffer_create buffer_write buffer_read buffer_seek buffer_get_surface buffer_set_surface buffer_delete buffer_exists buffer_get_type buffer_get_alignment buffer_poke buffer_peek buffer_save buffer_save_ext buffer_load buffer_load_ext buffer_load_partial buffer_copy buffer_fill buffer_get_size buffer_tell buffer_resize buffer_md5 buffer_sha1 buffer_base64_encode buffer_base64_decode buffer_base64_decode_ext buffer_sizeof buffer_get_address buffer_create_from_vertex_buffer buffer_create_from_vertex_buffer_ext buffer_copy_from_vertex_buffer buffer_async_group_begin buffer_async_group_option buffer_async_group_end buffer_load_async buffer_save_async gml_release_mode gml_pragma steam_activate_overlay steam_is_overlay_enabled steam_is_overlay_activated steam_get_persona_name steam_initialised steam_is_cloud_enabled_for_app steam_is_cloud_enabled_for_account steam_file_persisted steam_get_quota_total steam_get_quota_free steam_file_write steam_file_write_file steam_file_read steam_file_delete steam_file_exists steam_file_size steam_file_share steam_is_screenshot_requested steam_send_screenshot steam_is_user_logged_on steam_get_user_steam_id steam_user_owns_dlc steam_user_installed_dlc steam_set_achievement steam_get_achievement steam_clear_achievement steam_set_stat_int steam_set_stat_float steam_set_stat_avg_rate steam_get_stat_int steam_get_stat_float steam_get_stat_avg_rate steam_reset_all_stats steam_reset_all_stats_achievements steam_stats_ready steam_create_leaderboard steam_upload_score steam_upload_score_ext steam_download_scores_around_user steam_download_scores steam_download_friends_scores steam_upload_score_buffer steam_upload_score_buffer_ext steam_current_game_language steam_available_languages steam_activate_overlay_browser steam_activate_overlay_user steam_activate_overlay_store steam_get_user_persona_name steam_get_app_id steam_get_user_account_id steam_ugc_download steam_ugc_create_item steam_ugc_start_item_update steam_ugc_set_item_title steam_ugc_set_item_description steam_ugc_set_item_visibility steam_ugc_set_item_tags steam_ugc_set_item_content steam_ugc_set_item_preview steam_ugc_submit_item_update steam_ugc_get_item_update_progress steam_ugc_subscribe_item steam_ugc_unsubscribe_item steam_ugc_num_subscribed_items steam_ugc_get_subscribed_items steam_ugc_get_item_install_info steam_ugc_get_item_update_info steam_ugc_request_item_details steam_ugc_create_query_user steam_ugc_create_query_user_ex steam_ugc_create_query_all steam_ugc_create_query_all_ex steam_ugc_query_set_cloud_filename_filter steam_ugc_query_set_match_any_tag steam_ugc_query_set_search_text steam_ugc_query_set_ranked_by_trend_days steam_ugc_query_add_required_tag steam_ugc_query_add_excluded_tag steam_ugc_query_set_return_long_description steam_ugc_query_set_return_total_only steam_ugc_query_set_allow_cached_response steam_ugc_send_query shader_set shader_get_name shader_reset shader_current shader_is_compiled shader_get_sampler_index shader_get_uniform shader_set_uniform_i shader_set_uniform_i_array shader_set_uniform_f shader_set_uniform_f_array shader_set_uniform_matrix shader_set_uniform_matrix_array shader_enable_corner_id texture_set_stage texture_get_texel_width texture_get_texel_height shaders_are_supported vertex_format_begin vertex_format_end vertex_format_delete vertex_format_add_position vertex_format_add_position_3d vertex_format_add_colour vertex_format_add_color vertex_format_add_normal vertex_format_add_texcoord vertex_format_add_textcoord vertex_format_add_custom vertex_create_buffer vertex_create_buffer_ext vertex_delete_buffer vertex_begin vertex_end vertex_position vertex_position_3d vertex_colour vertex_color vertex_argb vertex_texcoord vertex_normal vertex_float1 vertex_float2 vertex_float3 vertex_float4 vertex_ubyte4 vertex_submit vertex_freeze vertex_get_number vertex_get_buffer_size vertex_create_buffer_from_buffer vertex_create_buffer_from_buffer_ext push_local_notification push_get_first_local_notification push_get_next_local_notification push_cancel_local_notification skeleton_animation_set skeleton_animation_get skeleton_animation_mix skeleton_animation_set_ext skeleton_animation_get_ext skeleton_animation_get_duration skeleton_animation_get_frames skeleton_animation_clear skeleton_skin_set skeleton_skin_get skeleton_attachment_set skeleton_attachment_get skeleton_attachment_create skeleton_collision_draw_set skeleton_bone_data_get skeleton_bone_data_set skeleton_bone_state_get skeleton_bone_state_set skeleton_get_minmax skeleton_get_num_bounds skeleton_get_bounds skeleton_animation_get_frame skeleton_animation_set_frame draw_skeleton draw_skeleton_time draw_skeleton_instance draw_skeleton_collision skeleton_animation_list skeleton_skin_list skeleton_slot_data layer_get_id layer_get_id_at_depth layer_get_depth layer_create layer_destroy layer_destroy_instances layer_add_instance layer_has_instance layer_set_visible layer_get_visible layer_exists layer_x layer_y layer_get_x layer_get_y layer_hspeed layer_vspeed layer_get_hspeed layer_get_vspeed layer_script_begin layer_script_end layer_shader layer_get_script_begin layer_get_script_end layer_get_shader layer_set_target_room layer_get_target_room layer_reset_target_room layer_get_all layer_get_all_elements layer_get_name layer_depth layer_get_element_layer layer_get_element_type layer_element_move layer_force_draw_depth layer_is_draw_depth_forced layer_get_forced_depth layer_background_get_id layer_background_exists layer_background_create layer_background_destroy layer_background_visible layer_background_change layer_background_sprite layer_background_htiled layer_background_vtiled layer_background_stretch layer_background_yscale layer_background_xscale layer_background_blend layer_background_alpha layer_background_index layer_background_speed layer_background_get_visible layer_background_get_sprite layer_background_get_htiled layer_background_get_vtiled layer_background_get_stretch layer_background_get_yscale layer_background_get_xscale layer_background_get_blend layer_background_get_alpha layer_background_get_index layer_background_get_speed layer_sprite_get_id layer_sprite_exists layer_sprite_create layer_sprite_destroy layer_sprite_change layer_sprite_index layer_sprite_speed layer_sprite_xscale layer_sprite_yscale layer_sprite_angle layer_sprite_blend layer_sprite_alpha layer_sprite_x layer_sprite_y layer_sprite_get_sprite layer_sprite_get_index layer_sprite_get_speed layer_sprite_get_xscale layer_sprite_get_yscale layer_sprite_get_angle layer_sprite_get_blend layer_sprite_get_alpha layer_sprite_get_x layer_sprite_get_y layer_tilemap_get_id layer_tilemap_exists layer_tilemap_create layer_tilemap_destroy tilemap_tileset tilemap_x tilemap_y tilemap_set tilemap_set_at_pixel tilemap_get_tileset tilemap_get_tile_width tilemap_get_tile_height tilemap_get_width tilemap_get_height tilemap_get_x tilemap_get_y tilemap_get tilemap_get_at_pixel tilemap_get_cell_x_at_pixel tilemap_get_cell_y_at_pixel tilemap_clear draw_tilemap draw_tile tilemap_set_global_mask tilemap_get_global_mask tilemap_set_mask tilemap_get_mask tilemap_get_frame tile_set_empty tile_set_index tile_set_flip tile_set_mirror tile_set_rotate tile_get_empty tile_get_index tile_get_flip tile_get_mirror tile_get_rotate layer_tile_exists layer_tile_create layer_tile_destroy layer_tile_change layer_tile_xscale layer_tile_yscale layer_tile_blend layer_tile_alpha layer_tile_x layer_tile_y layer_tile_region layer_tile_visible layer_tile_get_sprite layer_tile_get_xscale layer_tile_get_yscale layer_tile_get_blend layer_tile_get_alpha layer_tile_get_x layer_tile_get_y layer_tile_get_region layer_tile_get_visible layer_instance_get_instance instance_activate_layer instance_deactivate_layer camera_create camera_create_view camera_destroy camera_apply camera_get_active camera_get_default camera_set_default camera_set_view_mat camera_set_proj_mat camera_set_update_script camera_set_begin_script camera_set_end_script camera_set_view_pos camera_set_view_size camera_set_view_speed camera_set_view_border camera_set_view_angle camera_set_view_target camera_get_view_mat camera_get_proj_mat camera_get_update_script camera_get_begin_script camera_get_end_script camera_get_view_x camera_get_view_y camera_get_view_width camera_get_view_height camera_get_view_speed_x camera_get_view_speed_y camera_get_view_border_x camera_get_view_border_y camera_get_view_angle camera_get_view_target view_get_camera view_get_visible view_get_xport view_get_yport view_get_wport view_get_hport view_get_surface_id view_set_camera view_set_visible view_set_xport view_set_yport view_set_wport view_set_hport view_set_surface_id gesture_drag_time gesture_drag_distance gesture_flick_speed gesture_double_tap_time gesture_double_tap_distance gesture_pinch_distance gesture_pinch_angle_towards gesture_pinch_angle_away gesture_rotate_time gesture_rotate_angle gesture_tap_count gesture_get_drag_time gesture_get_drag_distance gesture_get_flick_speed gesture_get_double_tap_time gesture_get_double_tap_distance gesture_get_pinch_distance gesture_get_pinch_angle_towards gesture_get_pinch_angle_away gesture_get_rotate_time gesture_get_rotate_angle gesture_get_tap_count keyboard_virtual_show keyboard_virtual_hide keyboard_virtual_status keyboard_virtual_height",literal:"self other all noone global local undefined pointer_invalid pointer_null path_action_stop path_action_restart path_action_continue path_action_reverse true false pi GM_build_date GM_version GM_runtime_version timezone_local timezone_utc gamespeed_fps gamespeed_microseconds ev_create ev_destroy ev_step ev_alarm ev_keyboard ev_mouse ev_collision ev_other ev_draw ev_draw_begin ev_draw_end ev_draw_pre ev_draw_post ev_keypress ev_keyrelease ev_trigger ev_left_button ev_right_button ev_middle_button ev_no_button ev_left_press ev_right_press ev_middle_press ev_left_release ev_right_release ev_middle_release ev_mouse_enter ev_mouse_leave ev_mouse_wheel_up ev_mouse_wheel_down ev_global_left_button ev_global_right_button ev_global_middle_button ev_global_left_press ev_global_right_press ev_global_middle_press ev_global_left_release ev_global_right_release ev_global_middle_release ev_joystick1_left ev_joystick1_right ev_joystick1_up ev_joystick1_down ev_joystick1_button1 ev_joystick1_button2 ev_joystick1_button3 ev_joystick1_button4 ev_joystick1_button5 ev_joystick1_button6 ev_joystick1_button7 ev_joystick1_button8 ev_joystick2_left ev_joystick2_right 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SYSRES_CONST_BLACK_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_BLUE_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_BTN_PART SYSRES_CONST_CALCULATED_ROLE_TYPE_CODE SYSRES_CONST_CALL_TYPE_VARIABLE_BUTTON_VALUE SYSRES_CONST_CALL_TYPE_VARIABLE_PROGRAM_VALUE SYSRES_CONST_CANCEL_MESSAGE_FUNCTION_RESULT SYSRES_CONST_CARD_PART SYSRES_CONST_CARD_REFERENCE_MODE_NAME SYSRES_CONST_CERTIFICATE_TYPE_REQUISITE_ENCRYPT_VALUE SYSRES_CONST_CERTIFICATE_TYPE_REQUISITE_SIGN_AND_ENCRYPT_VALUE SYSRES_CONST_CERTIFICATE_TYPE_REQUISITE_SIGN_VALUE SYSRES_CONST_CHECK_PARAM_VALUE_DATE_PARAM_TYPE SYSRES_CONST_CHECK_PARAM_VALUE_FLOAT_PARAM_TYPE SYSRES_CONST_CHECK_PARAM_VALUE_INTEGER_PARAM_TYPE SYSRES_CONST_CHECK_PARAM_VALUE_PICK_PARAM_TYPE SYSRES_CONST_CHECK_PARAM_VALUE_REEFRENCE_PARAM_TYPE SYSRES_CONST_CLOSED_RECORD_FLAG_VALUE_FEMININE SYSRES_CONST_CLOSED_RECORD_FLAG_VALUE_MASCULINE SYSRES_CONST_CODE_COMPONENT_TYPE_ADMIN SYSRES_CONST_CODE_COMPONENT_TYPE_DEVELOPER SYSRES_CONST_CODE_COMPONENT_TYPE_DOCS SYSRES_CONST_CODE_COMPONENT_TYPE_EDOC_CARDS SYSRES_CONST_CODE_COMPONENT_TYPE_EXTERNAL_EXECUTABLE SYSRES_CONST_CODE_COMPONENT_TYPE_OTHER SYSRES_CONST_CODE_COMPONENT_TYPE_REFERENCE SYSRES_CONST_CODE_COMPONENT_TYPE_REPORT SYSRES_CONST_CODE_COMPONENT_TYPE_SCRIPT SYSRES_CONST_CODE_COMPONENT_TYPE_URL SYSRES_CONST_CODE_REQUISITE_ACCESS SYSRES_CONST_CODE_REQUISITE_CODE SYSRES_CONST_CODE_REQUISITE_COMPONENT SYSRES_CONST_CODE_REQUISITE_DESCRIPTION SYSRES_CONST_CODE_REQUISITE_EXCLUDE_COMPONENT SYSRES_CONST_CODE_REQUISITE_RECORD SYSRES_CONST_COMMENT_REQ_CODE SYSRES_CONST_COMMON_SETTINGS_REQUISITE_CODE SYSRES_CONST_COMP_CODE_GRD SYSRES_CONST_COMPONENT_GROUP_TYPE_REQUISITE_CODE SYSRES_CONST_COMPONENT_TYPE_ADMIN_COMPONENTS SYSRES_CONST_COMPONENT_TYPE_DEVELOPER_COMPONENTS SYSRES_CONST_COMPONENT_TYPE_DOCS SYSRES_CONST_COMPONENT_TYPE_EDOC_CARDS SYSRES_CONST_COMPONENT_TYPE_EDOCS SYSRES_CONST_COMPONENT_TYPE_EXTERNAL_EXECUTABLE SYSRES_CONST_COMPONENT_TYPE_OTHER SYSRES_CONST_COMPONENT_TYPE_REFERENCE_TYPES SYSRES_CONST_COMPONENT_TYPE_REFERENCES SYSRES_CONST_COMPONENT_TYPE_REPORTS SYSRES_CONST_COMPONENT_TYPE_SCRIPTS SYSRES_CONST_COMPONENT_TYPE_URL SYSRES_CONST_COMPONENTS_REMOTE_SERVERS_VIEW_CODE SYSRES_CONST_CONDITION_BLOCK_DESCRIPTION SYSRES_CONST_CONST_FIRM_STATUS_COMMON SYSRES_CONST_CONST_FIRM_STATUS_INDIVIDUAL SYSRES_CONST_CONST_NEGATIVE_VALUE SYSRES_CONST_CONST_POSITIVE_VALUE SYSRES_CONST_CONST_SERVER_STATUS_DONT_REPLICATE SYSRES_CONST_CONST_SERVER_STATUS_REPLICATE SYSRES_CONST_CONTENTS_REQUISITE_CODE SYSRES_CONST_DATA_TYPE_BOOLEAN SYSRES_CONST_DATA_TYPE_DATE SYSRES_CONST_DATA_TYPE_FLOAT SYSRES_CONST_DATA_TYPE_INTEGER SYSRES_CONST_DATA_TYPE_PICK SYSRES_CONST_DATA_TYPE_REFERENCE SYSRES_CONST_DATA_TYPE_STRING SYSRES_CONST_DATA_TYPE_TEXT SYSRES_CONST_DATA_TYPE_VARIANT SYSRES_CONST_DATE_CLOSE_REQ_CODE SYSRES_CONST_DATE_FORMAT_DATE_ONLY_CHAR SYSRES_CONST_DATE_OPEN_REQ_CODE SYSRES_CONST_DATE_REQUISITE SYSRES_CONST_DATE_REQUISITE_CODE SYSRES_CONST_DATE_REQUISITE_NAME SYSRES_CONST_DATE_REQUISITE_TYPE SYSRES_CONST_DATE_TYPE_CHAR SYSRES_CONST_DATETIME_FORMAT_VALUE SYSRES_CONST_DEA_ACCESS_RIGHTS_ACTION_CODE SYSRES_CONST_DESCRIPTION_LOCALIZE_ID_REQUISITE_CODE SYSRES_CONST_DESCRIPTION_REQUISITE_CODE SYSRES_CONST_DET1_PART SYSRES_CONST_DET2_PART SYSRES_CONST_DET3_PART SYSRES_CONST_DET4_PART SYSRES_CONST_DET5_PART SYSRES_CONST_DET6_PART SYSRES_CONST_DETAIL_DATASET_KEY_REQUISITE_CODE SYSRES_CONST_DETAIL_PICK_REQUISITE_CODE SYSRES_CONST_DETAIL_REQ_CODE SYSRES_CONST_DO_NOT_USE_ACCESS_TYPE_CODE SYSRES_CONST_DO_NOT_USE_ACCESS_TYPE_NAME SYSRES_CONST_DO_NOT_USE_ON_VIEW_ACCESS_TYPE_CODE SYSRES_CONST_DO_NOT_USE_ON_VIEW_ACCESS_TYPE_NAME SYSRES_CONST_DOCUMENT_STORAGES_CODE SYSRES_CONST_DOCUMENT_TEMPLATES_TYPE_NAME SYSRES_CONST_DOUBLE_REQUISITE_CODE SYSRES_CONST_EDITOR_CLOSE_FILE_OBSERV_TYPE_CODE SYSRES_CONST_EDITOR_CLOSE_PROCESS_OBSERV_TYPE_CODE SYSRES_CONST_EDITOR_TYPE_REQUISITE_CODE SYSRES_CONST_EDITORS_APPLICATION_NAME_REQUISITE_CODE SYSRES_CONST_EDITORS_CREATE_SEVERAL_PROCESSES_REQUISITE_CODE SYSRES_CONST_EDITORS_EXTENSION_REQUISITE_CODE SYSRES_CONST_EDITORS_OBSERVER_BY_PROCESS_TYPE SYSRES_CONST_EDITORS_REFERENCE_CODE SYSRES_CONST_EDITORS_REPLACE_SPEC_CHARS_REQUISITE_CODE SYSRES_CONST_EDITORS_USE_PLUGINS_REQUISITE_CODE SYSRES_CONST_EDITORS_VIEW_DOCUMENT_OPENED_TO_EDIT_CODE SYSRES_CONST_EDOC_CARD_TYPE_REQUISITE_CODE SYSRES_CONST_EDOC_CARD_TYPES_LINK_REQUISITE_CODE SYSRES_CONST_EDOC_CERTIFICATE_AND_PASSWORD_ENCODE_CODE SYSRES_CONST_EDOC_CERTIFICATE_ENCODE_CODE SYSRES_CONST_EDOC_DATE_REQUISITE_CODE SYSRES_CONST_EDOC_KIND_REFERENCE_CODE SYSRES_CONST_EDOC_KINDS_BY_TEMPLATE_ACTION_CODE SYSRES_CONST_EDOC_MANAGE_ACCESS_CODE SYSRES_CONST_EDOC_NONE_ENCODE_CODE SYSRES_CONST_EDOC_NUMBER_REQUISITE_CODE SYSRES_CONST_EDOC_PASSWORD_ENCODE_CODE SYSRES_CONST_EDOC_READONLY_ACCESS_CODE SYSRES_CONST_EDOC_SHELL_LIFE_TYPE_VIEW_VALUE SYSRES_CONST_EDOC_SIZE_RESTRICTION_PRIORITY_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_CHECK_ACCESS_RIGHTS_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_COMPUTER_NAME_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_DATABASE_NAME_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_EDIT_IN_STORAGE_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_LOCAL_PATH_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_SHARED_SOURCE_NAME_REQUISITE_CODE SYSRES_CONST_EDOC_TEMPLATE_REQUISITE_CODE SYSRES_CONST_EDOC_TYPES_REFERENCE_CODE SYSRES_CONST_EDOC_VERSION_ACTIVE_STAGE_CODE SYSRES_CONST_EDOC_VERSION_DESIGN_STAGE_CODE SYSRES_CONST_EDOC_VERSION_OBSOLETE_STAGE_CODE SYSRES_CONST_EDOC_WRITE_ACCES_CODE SYSRES_CONST_EDOCUMENT_CARD_REQUISITES_REFERENCE_CODE_SELECTED_REQUISITE SYSRES_CONST_ENCODE_CERTIFICATE_TYPE_CODE SYSRES_CONST_END_DATE_REQUISITE_CODE SYSRES_CONST_ENUMERATION_TYPE_REQUISITE_CODE SYSRES_CONST_EXECUTE_ACCESS_RIGHTS_TYPE_CODE SYSRES_CONST_EXECUTIVE_FILE_STORAGE_TYPE SYSRES_CONST_EXIST_CONST SYSRES_CONST_EXIST_VALUE SYSRES_CONST_EXPORT_LOCK_TYPE_ASK SYSRES_CONST_EXPORT_LOCK_TYPE_WITH_LOCK SYSRES_CONST_EXPORT_LOCK_TYPE_WITHOUT_LOCK SYSRES_CONST_EXPORT_VERSION_TYPE_ASK SYSRES_CONST_EXPORT_VERSION_TYPE_LAST SYSRES_CONST_EXPORT_VERSION_TYPE_LAST_ACTIVE SYSRES_CONST_EXTENSION_REQUISITE_CODE SYSRES_CONST_FILTER_NAME_REQUISITE_CODE SYSRES_CONST_FILTER_REQUISITE_CODE SYSRES_CONST_FILTER_TYPE_COMMON_CODE SYSRES_CONST_FILTER_TYPE_COMMON_NAME SYSRES_CONST_FILTER_TYPE_USER_CODE SYSRES_CONST_FILTER_TYPE_USER_NAME SYSRES_CONST_FILTER_VALUE_REQUISITE_NAME SYSRES_CONST_FLOAT_NUMBER_FORMAT_CHAR SYSRES_CONST_FLOAT_REQUISITE_TYPE SYSRES_CONST_FOLDER_AUTHOR_VALUE SYSRES_CONST_FOLDER_KIND_ANY_OBJECTS SYSRES_CONST_FOLDER_KIND_COMPONENTS SYSRES_CONST_FOLDER_KIND_EDOCS SYSRES_CONST_FOLDER_KIND_JOBS SYSRES_CONST_FOLDER_KIND_TASKS SYSRES_CONST_FOLDER_TYPE_COMMON SYSRES_CONST_FOLDER_TYPE_COMPONENT SYSRES_CONST_FOLDER_TYPE_FAVORITES SYSRES_CONST_FOLDER_TYPE_INBOX SYSRES_CONST_FOLDER_TYPE_OUTBOX SYSRES_CONST_FOLDER_TYPE_QUICK_LAUNCH SYSRES_CONST_FOLDER_TYPE_SEARCH SYSRES_CONST_FOLDER_TYPE_SHORTCUTS SYSRES_CONST_FOLDER_TYPE_USER SYSRES_CONST_FROM_DICTIONARY_ENUM_METHOD_FLAG SYSRES_CONST_FULL_SUBSTITUTE_TYPE SYSRES_CONST_FULL_SUBSTITUTE_TYPE_CODE SYSRES_CONST_FUNCTION_CANCEL_RESULT SYSRES_CONST_FUNCTION_CATEGORY_SYSTEM SYSRES_CONST_FUNCTION_CATEGORY_USER SYSRES_CONST_FUNCTION_FAILURE_RESULT SYSRES_CONST_FUNCTION_SAVE_RESULT SYSRES_CONST_GENERATED_REQUISITE SYSRES_CONST_GREEN_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_GROUP_ACCOUNT_TYPE_VALUE_CODE SYSRES_CONST_GROUP_CATEGORY_NORMAL_CODE SYSRES_CONST_GROUP_CATEGORY_NORMAL_NAME SYSRES_CONST_GROUP_CATEGORY_SERVICE_CODE SYSRES_CONST_GROUP_CATEGORY_SERVICE_NAME SYSRES_CONST_GROUP_COMMON_CATEGORY_FIELD_VALUE SYSRES_CONST_GROUP_FULL_NAME_REQUISITE_CODE SYSRES_CONST_GROUP_NAME_REQUISITE_CODE SYSRES_CONST_GROUP_RIGHTS_T_REQUISITE_CODE SYSRES_CONST_GROUP_SERVER_CODES_REQUISITE_CODE SYSRES_CONST_GROUP_SERVER_NAME_REQUISITE_CODE SYSRES_CONST_GROUP_SERVICE_CATEGORY_FIELD_VALUE SYSRES_CONST_GROUP_USER_REQUISITE_CODE SYSRES_CONST_GROUPS_REFERENCE_CODE SYSRES_CONST_GROUPS_REQUISITE_CODE SYSRES_CONST_HIDDEN_MODE_NAME SYSRES_CONST_HIGH_LVL_REQUISITE_CODE SYSRES_CONST_HISTORY_ACTION_CREATE_CODE SYSRES_CONST_HISTORY_ACTION_DELETE_CODE SYSRES_CONST_HISTORY_ACTION_EDIT_CODE SYSRES_CONST_HOUR_CHAR SYSRES_CONST_ID_REQUISITE_CODE SYSRES_CONST_IDSPS_REQUISITE_CODE SYSRES_CONST_IMAGE_MODE_COLOR SYSRES_CONST_IMAGE_MODE_GREYSCALE SYSRES_CONST_IMAGE_MODE_MONOCHROME SYSRES_CONST_IMPORTANCE_HIGH SYSRES_CONST_IMPORTANCE_LOW SYSRES_CONST_IMPORTANCE_NORMAL SYSRES_CONST_IN_DESIGN_VERSION_STATE_PICK_VALUE SYSRES_CONST_INCOMING_WORK_RULE_TYPE_CODE SYSRES_CONST_INT_REQUISITE SYSRES_CONST_INT_REQUISITE_TYPE SYSRES_CONST_INTEGER_NUMBER_FORMAT_CHAR SYSRES_CONST_INTEGER_TYPE_CHAR SYSRES_CONST_IS_GENERATED_REQUISITE_NEGATIVE_VALUE SYSRES_CONST_IS_PUBLIC_ROLE_REQUISITE_CODE SYSRES_CONST_IS_REMOTE_USER_NEGATIVE_VALUE SYSRES_CONST_IS_REMOTE_USER_POSITIVE_VALUE SYSRES_CONST_IS_STORED_REQUISITE_NEGATIVE_VALUE SYSRES_CONST_IS_STORED_REQUISITE_STORED_VALUE SYSRES_CONST_ITALIC_LIFE_CYCLE_STAGE_DRAW_STYLE SYSRES_CONST_JOB_BLOCK_DESCRIPTION SYSRES_CONST_JOB_KIND_CONTROL_JOB SYSRES_CONST_JOB_KIND_JOB SYSRES_CONST_JOB_KIND_NOTICE SYSRES_CONST_JOB_STATE_ABORTED SYSRES_CONST_JOB_STATE_COMPLETE SYSRES_CONST_JOB_STATE_WORKING SYSRES_CONST_KIND_REQUISITE_CODE SYSRES_CONST_KIND_REQUISITE_NAME SYSRES_CONST_KINDS_CREATE_SHADOW_COPIES_REQUISITE_CODE SYSRES_CONST_KINDS_DEFAULT_EDOC_LIFE_STAGE_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_ALL_TEPLATES_ALLOWED_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_ALLOW_LIFE_CYCLE_STAGE_CHANGING_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_ALLOW_MULTIPLE_ACTIVE_VERSIONS_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_SHARE_ACCES_RIGHTS_BY_DEFAULT_CODE SYSRES_CONST_KINDS_EDOC_TEMPLATE_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_TYPE_REQUISITE_CODE SYSRES_CONST_KINDS_SIGNERS_REQUISITES_CODE SYSRES_CONST_KOD_INPUT_TYPE SYSRES_CONST_LAST_UPDATE_DATE_REQUISITE_CODE SYSRES_CONST_LIFE_CYCLE_START_STAGE_REQUISITE_CODE SYSRES_CONST_LILAC_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_LINK_OBJECT_KIND_COMPONENT SYSRES_CONST_LINK_OBJECT_KIND_DOCUMENT SYSRES_CONST_LINK_OBJECT_KIND_EDOC SYSRES_CONST_LINK_OBJECT_KIND_FOLDER SYSRES_CONST_LINK_OBJECT_KIND_JOB SYSRES_CONST_LINK_OBJECT_KIND_REFERENCE SYSRES_CONST_LINK_OBJECT_KIND_TASK SYSRES_CONST_LINK_REF_TYPE_REQUISITE_CODE SYSRES_CONST_LIST_REFERENCE_MODE_NAME SYSRES_CONST_LOCALIZATION_DICTIONARY_MAIN_VIEW_CODE SYSRES_CONST_MAIN_VIEW_CODE SYSRES_CONST_MANUAL_ENUM_METHOD_FLAG SYSRES_CONST_MASTER_COMP_TYPE_REQUISITE_CODE SYSRES_CONST_MASTER_TABLE_REC_ID_REQUISITE_CODE SYSRES_CONST_MAXIMIZED_MODE_NAME SYSRES_CONST_ME_VALUE SYSRES_CONST_MESSAGE_ATTENTION_CAPTION SYSRES_CONST_MESSAGE_CONFIRMATION_CAPTION SYSRES_CONST_MESSAGE_ERROR_CAPTION SYSRES_CONST_MESSAGE_INFORMATION_CAPTION SYSRES_CONST_MINIMIZED_MODE_NAME SYSRES_CONST_MINUTE_CHAR SYSRES_CONST_MODULE_REQUISITE_CODE SYSRES_CONST_MONITORING_BLOCK_DESCRIPTION SYSRES_CONST_MONTH_FORMAT_VALUE SYSRES_CONST_NAME_LOCALIZE_ID_REQUISITE_CODE SYSRES_CONST_NAME_REQUISITE_CODE SYSRES_CONST_NAME_SINGULAR_REQUISITE_CODE SYSRES_CONST_NAMEAN_INPUT_TYPE SYSRES_CONST_NEGATIVE_PICK_VALUE SYSRES_CONST_NEGATIVE_VALUE SYSRES_CONST_NO SYSRES_CONST_NO_PICK_VALUE SYSRES_CONST_NO_SIGNATURE_REQUISITE_CODE SYSRES_CONST_NO_VALUE SYSRES_CONST_NONE_ACCESS_RIGHTS_TYPE_CODE SYSRES_CONST_NONOPERATING_RECORD_FLAG_VALUE SYSRES_CONST_NONOPERATING_RECORD_FLAG_VALUE_MASCULINE SYSRES_CONST_NORMAL_ACCESS_RIGHTS_TYPE_CODE SYSRES_CONST_NORMAL_LIFE_CYCLE_STAGE_DRAW_STYLE SYSRES_CONST_NORMAL_MODE_NAME SYSRES_CONST_NOT_ALLOWED_ACCESS_TYPE_CODE SYSRES_CONST_NOT_ALLOWED_ACCESS_TYPE_NAME SYSRES_CONST_NOTE_REQUISITE_CODE SYSRES_CONST_NOTICE_BLOCK_DESCRIPTION SYSRES_CONST_NUM_REQUISITE SYSRES_CONST_NUM_STR_REQUISITE_CODE SYSRES_CONST_NUMERATION_AUTO_NOT_STRONG SYSRES_CONST_NUMERATION_AUTO_STRONG SYSRES_CONST_NUMERATION_FROM_DICTONARY SYSRES_CONST_NUMERATION_MANUAL SYSRES_CONST_NUMERIC_TYPE_CHAR SYSRES_CONST_NUMREQ_REQUISITE_CODE SYSRES_CONST_OBSOLETE_VERSION_STATE_PICK_VALUE SYSRES_CONST_OPERATING_RECORD_FLAG_VALUE SYSRES_CONST_OPERATING_RECORD_FLAG_VALUE_CODE SYSRES_CONST_OPERATING_RECORD_FLAG_VALUE_FEMININE SYSRES_CONST_OPERATING_RECORD_FLAG_VALUE_MASCULINE SYSRES_CONST_OPTIONAL_FORM_COMP_REQCODE_PREFIX SYSRES_CONST_ORANGE_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_ORIGINALREF_REQUISITE_CODE SYSRES_CONST_OURFIRM_REF_CODE SYSRES_CONST_OURFIRM_REQUISITE_CODE SYSRES_CONST_OURFIRM_VAR SYSRES_CONST_OUTGOING_WORK_RULE_TYPE_CODE SYSRES_CONST_PICK_NEGATIVE_RESULT SYSRES_CONST_PICK_POSITIVE_RESULT SYSRES_CONST_PICK_REQUISITE SYSRES_CONST_PICK_REQUISITE_TYPE SYSRES_CONST_PICK_TYPE_CHAR SYSRES_CONST_PLAN_STATUS_REQUISITE_CODE SYSRES_CONST_PLATFORM_VERSION_COMMENT SYSRES_CONST_PLUGINS_SETTINGS_DESCRIPTION_REQUISITE_CODE SYSRES_CONST_POSITIVE_PICK_VALUE SYSRES_CONST_POWER_TO_CREATE_ACTION_CODE SYSRES_CONST_POWER_TO_SIGN_ACTION_CODE SYSRES_CONST_PRIORITY_REQUISITE_CODE SYSRES_CONST_QUALIFIED_TASK_TYPE SYSRES_CONST_QUALIFIED_TASK_TYPE_CODE SYSRES_CONST_RECSTAT_REQUISITE_CODE SYSRES_CONST_RED_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_REF_ID_T_REF_TYPE_REQUISITE_CODE SYSRES_CONST_REF_REQUISITE SYSRES_CONST_REF_REQUISITE_TYPE SYSRES_CONST_REF_REQUISITES_REFERENCE_CODE_SELECTED_REQUISITE SYSRES_CONST_REFERENCE_RECORD_HISTORY_CREATE_ACTION_CODE SYSRES_CONST_REFERENCE_RECORD_HISTORY_DELETE_ACTION_CODE SYSRES_CONST_REFERENCE_RECORD_HISTORY_MODIFY_ACTION_CODE SYSRES_CONST_REFERENCE_TYPE_CHAR SYSRES_CONST_REFERENCE_TYPE_REQUISITE_NAME SYSRES_CONST_REFERENCES_ADD_PARAMS_REQUISITE_CODE SYSRES_CONST_REFERENCES_DISPLAY_REQUISITE_REQUISITE_CODE SYSRES_CONST_REMOTE_SERVER_STATUS_WORKING SYSRES_CONST_REMOTE_SERVER_TYPE_MAIN SYSRES_CONST_REMOTE_SERVER_TYPE_SECONDARY SYSRES_CONST_REMOTE_USER_FLAG_VALUE_CODE SYSRES_CONST_REPORT_APP_EDITOR_INTERNAL SYSRES_CONST_REPORT_BASE_REPORT_ID_REQUISITE_CODE SYSRES_CONST_REPORT_BASE_REPORT_REQUISITE_CODE SYSRES_CONST_REPORT_SCRIPT_REQUISITE_CODE SYSRES_CONST_REPORT_TEMPLATE_REQUISITE_CODE SYSRES_CONST_REPORT_VIEWER_CODE_REQUISITE_CODE SYSRES_CONST_REQ_ALLOW_COMPONENT_DEFAULT_VALUE SYSRES_CONST_REQ_ALLOW_RECORD_DEFAULT_VALUE SYSRES_CONST_REQ_ALLOW_SERVER_COMPONENT_DEFAULT_VALUE SYSRES_CONST_REQ_MODE_AVAILABLE_CODE SYSRES_CONST_REQ_MODE_EDIT_CODE SYSRES_CONST_REQ_MODE_HIDDEN_CODE SYSRES_CONST_REQ_MODE_NOT_AVAILABLE_CODE SYSRES_CONST_REQ_MODE_VIEW_CODE SYSRES_CONST_REQ_NUMBER_REQUISITE_CODE SYSRES_CONST_REQ_SECTION_VALUE SYSRES_CONST_REQ_TYPE_VALUE SYSRES_CONST_REQUISITE_FORMAT_BY_UNIT SYSRES_CONST_REQUISITE_FORMAT_DATE_FULL SYSRES_CONST_REQUISITE_FORMAT_DATE_TIME SYSRES_CONST_REQUISITE_FORMAT_LEFT SYSRES_CONST_REQUISITE_FORMAT_RIGHT SYSRES_CONST_REQUISITE_FORMAT_WITHOUT_UNIT SYSRES_CONST_REQUISITE_NUMBER_REQUISITE_CODE SYSRES_CONST_REQUISITE_SECTION_ACTIONS SYSRES_CONST_REQUISITE_SECTION_BUTTON SYSRES_CONST_REQUISITE_SECTION_BUTTONS SYSRES_CONST_REQUISITE_SECTION_CARD SYSRES_CONST_REQUISITE_SECTION_TABLE SYSRES_CONST_REQUISITE_SECTION_TABLE10 SYSRES_CONST_REQUISITE_SECTION_TABLE11 SYSRES_CONST_REQUISITE_SECTION_TABLE12 SYSRES_CONST_REQUISITE_SECTION_TABLE13 SYSRES_CONST_REQUISITE_SECTION_TABLE14 SYSRES_CONST_REQUISITE_SECTION_TABLE15 SYSRES_CONST_REQUISITE_SECTION_TABLE16 SYSRES_CONST_REQUISITE_SECTION_TABLE17 SYSRES_CONST_REQUISITE_SECTION_TABLE18 SYSRES_CONST_REQUISITE_SECTION_TABLE19 SYSRES_CONST_REQUISITE_SECTION_TABLE2 SYSRES_CONST_REQUISITE_SECTION_TABLE20 SYSRES_CONST_REQUISITE_SECTION_TABLE21 SYSRES_CONST_REQUISITE_SECTION_TABLE22 SYSRES_CONST_REQUISITE_SECTION_TABLE23 SYSRES_CONST_REQUISITE_SECTION_TABLE24 SYSRES_CONST_REQUISITE_SECTION_TABLE3 SYSRES_CONST_REQUISITE_SECTION_TABLE4 SYSRES_CONST_REQUISITE_SECTION_TABLE5 SYSRES_CONST_REQUISITE_SECTION_TABLE6 SYSRES_CONST_REQUISITE_SECTION_TABLE7 SYSRES_CONST_REQUISITE_SECTION_TABLE8 SYSRES_CONST_REQUISITE_SECTION_TABLE9 SYSRES_CONST_REQUISITES_PSEUDOREFERENCE_REQUISITE_NUMBER_REQUISITE_CODE SYSRES_CONST_RIGHT_ALIGNMENT_CODE SYSRES_CONST_ROLES_REFERENCE_CODE SYSRES_CONST_ROUTE_STEP_AFTER_RUS SYSRES_CONST_ROUTE_STEP_AND_CONDITION_RUS SYSRES_CONST_ROUTE_STEP_OR_CONDITION_RUS SYSRES_CONST_ROUTE_TYPE_COMPLEX SYSRES_CONST_ROUTE_TYPE_PARALLEL SYSRES_CONST_ROUTE_TYPE_SERIAL SYSRES_CONST_SBDATASETDESC_NEGATIVE_VALUE SYSRES_CONST_SBDATASETDESC_POSITIVE_VALUE SYSRES_CONST_SBVIEWSDESC_POSITIVE_VALUE SYSRES_CONST_SCRIPT_BLOCK_DESCRIPTION SYSRES_CONST_SEARCH_BY_TEXT_REQUISITE_CODE SYSRES_CONST_SEARCHES_COMPONENT_CONTENT SYSRES_CONST_SEARCHES_CRITERIA_ACTION_NAME SYSRES_CONST_SEARCHES_EDOC_CONTENT SYSRES_CONST_SEARCHES_FOLDER_CONTENT SYSRES_CONST_SEARCHES_JOB_CONTENT SYSRES_CONST_SEARCHES_REFERENCE_CODE SYSRES_CONST_SEARCHES_TASK_CONTENT SYSRES_CONST_SECOND_CHAR SYSRES_CONST_SECTION_REQUISITE_ACTIONS_VALUE SYSRES_CONST_SECTION_REQUISITE_CARD_VALUE SYSRES_CONST_SECTION_REQUISITE_CODE SYSRES_CONST_SECTION_REQUISITE_DETAIL_1_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_2_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_3_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_4_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_5_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_6_VALUE SYSRES_CONST_SELECT_REFERENCE_MODE_NAME SYSRES_CONST_SELECT_TYPE_SELECTABLE SYSRES_CONST_SELECT_TYPE_SELECTABLE_ONLY_CHILD SYSRES_CONST_SELECT_TYPE_SELECTABLE_WITH_CHILD SYSRES_CONST_SELECT_TYPE_UNSLECTABLE SYSRES_CONST_SERVER_TYPE_MAIN SYSRES_CONST_SERVICE_USER_CATEGORY_FIELD_VALUE SYSRES_CONST_SETTINGS_USER_REQUISITE_CODE SYSRES_CONST_SIGNATURE_AND_ENCODE_CERTIFICATE_TYPE_CODE SYSRES_CONST_SIGNATURE_CERTIFICATE_TYPE_CODE SYSRES_CONST_SINGULAR_TITLE_REQUISITE_CODE SYSRES_CONST_SQL_SERVER_AUTHENTIFICATION_FLAG_VALUE_CODE SYSRES_CONST_SQL_SERVER_ENCODE_AUTHENTIFICATION_FLAG_VALUE_CODE SYSRES_CONST_STANDART_ROUTE_REFERENCE_CODE SYSRES_CONST_STANDART_ROUTE_REFERENCE_COMMENT_REQUISITE_CODE SYSRES_CONST_STANDART_ROUTES_GROUPS_REFERENCE_CODE SYSRES_CONST_STATE_REQ_NAME SYSRES_CONST_STATE_REQUISITE_ACTIVE_VALUE SYSRES_CONST_STATE_REQUISITE_CLOSED_VALUE SYSRES_CONST_STATE_REQUISITE_CODE SYSRES_CONST_STATIC_ROLE_TYPE_CODE SYSRES_CONST_STATUS_PLAN_DEFAULT_VALUE SYSRES_CONST_STATUS_VALUE_AUTOCLEANING SYSRES_CONST_STATUS_VALUE_BLUE_SQUARE SYSRES_CONST_STATUS_VALUE_COMPLETE SYSRES_CONST_STATUS_VALUE_GREEN_SQUARE SYSRES_CONST_STATUS_VALUE_ORANGE_SQUARE SYSRES_CONST_STATUS_VALUE_PURPLE_SQUARE SYSRES_CONST_STATUS_VALUE_RED_SQUARE SYSRES_CONST_STATUS_VALUE_SUSPEND SYSRES_CONST_STATUS_VALUE_YELLOW_SQUARE SYSRES_CONST_STDROUTE_SHOW_TO_USERS_REQUISITE_CODE SYSRES_CONST_STORAGE_TYPE_FILE SYSRES_CONST_STORAGE_TYPE_SQL_SERVER SYSRES_CONST_STR_REQUISITE SYSRES_CONST_STRIKEOUT_LIFE_CYCLE_STAGE_DRAW_STYLE SYSRES_CONST_STRING_FORMAT_LEFT_ALIGN_CHAR SYSRES_CONST_STRING_FORMAT_RIGHT_ALIGN_CHAR SYSRES_CONST_STRING_REQUISITE_CODE SYSRES_CONST_STRING_REQUISITE_TYPE SYSRES_CONST_STRING_TYPE_CHAR SYSRES_CONST_SUBSTITUTES_PSEUDOREFERENCE_CODE SYSRES_CONST_SUBTASK_BLOCK_DESCRIPTION SYSRES_CONST_SYSTEM_SETTING_CURRENT_USER_PARAM_VALUE SYSRES_CONST_SYSTEM_SETTING_EMPTY_VALUE_PARAM_VALUE SYSRES_CONST_SYSTEM_VERSION_COMMENT SYSRES_CONST_TASK_ACCESS_TYPE_ALL SYSRES_CONST_TASK_ACCESS_TYPE_ALL_MEMBERS SYSRES_CONST_TASK_ACCESS_TYPE_MANUAL SYSRES_CONST_TASK_ENCODE_TYPE_CERTIFICATION SYSRES_CONST_TASK_ENCODE_TYPE_CERTIFICATION_AND_PASSWORD SYSRES_CONST_TASK_ENCODE_TYPE_NONE SYSRES_CONST_TASK_ENCODE_TYPE_PASSWORD SYSRES_CONST_TASK_ROUTE_ALL_CONDITION SYSRES_CONST_TASK_ROUTE_AND_CONDITION SYSRES_CONST_TASK_ROUTE_OR_CONDITION SYSRES_CONST_TASK_STATE_ABORTED SYSRES_CONST_TASK_STATE_COMPLETE SYSRES_CONST_TASK_STATE_CONTINUED SYSRES_CONST_TASK_STATE_CONTROL SYSRES_CONST_TASK_STATE_INIT SYSRES_CONST_TASK_STATE_WORKING SYSRES_CONST_TASK_TITLE SYSRES_CONST_TASK_TYPES_GROUPS_REFERENCE_CODE SYSRES_CONST_TASK_TYPES_REFERENCE_CODE SYSRES_CONST_TEMPLATES_REFERENCE_CODE SYSRES_CONST_TEST_DATE_REQUISITE_NAME SYSRES_CONST_TEST_DEV_DATABASE_NAME SYSRES_CONST_TEST_DEV_SYSTEM_CODE SYSRES_CONST_TEST_EDMS_DATABASE_NAME SYSRES_CONST_TEST_EDMS_MAIN_CODE SYSRES_CONST_TEST_EDMS_MAIN_DB_NAME SYSRES_CONST_TEST_EDMS_SECOND_CODE SYSRES_CONST_TEST_EDMS_SECOND_DB_NAME SYSRES_CONST_TEST_EDMS_SYSTEM_CODE SYSRES_CONST_TEST_NUMERIC_REQUISITE_NAME SYSRES_CONST_TEXT_REQUISITE SYSRES_CONST_TEXT_REQUISITE_CODE SYSRES_CONST_TEXT_REQUISITE_TYPE SYSRES_CONST_TEXT_TYPE_CHAR SYSRES_CONST_TYPE_CODE_REQUISITE_CODE SYSRES_CONST_TYPE_REQUISITE_CODE SYSRES_CONST_UNDEFINED_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_UNITS_SECTION_ID_REQUISITE_CODE SYSRES_CONST_UNITS_SECTION_REQUISITE_CODE SYSRES_CONST_UNOPERATING_RECORD_FLAG_VALUE_CODE SYSRES_CONST_UNSTORED_DATA_REQUISITE_CODE SYSRES_CONST_UNSTORED_DATA_REQUISITE_NAME SYSRES_CONST_USE_ACCESS_TYPE_CODE SYSRES_CONST_USE_ACCESS_TYPE_NAME SYSRES_CONST_USER_ACCOUNT_TYPE_VALUE_CODE SYSRES_CONST_USER_ADDITIONAL_INFORMATION_REQUISITE_CODE SYSRES_CONST_USER_AND_GROUP_ID_FROM_PSEUDOREFERENCE_REQUISITE_CODE SYSRES_CONST_USER_CATEGORY_NORMAL SYSRES_CONST_USER_CERTIFICATE_REQUISITE_CODE SYSRES_CONST_USER_CERTIFICATE_STATE_REQUISITE_CODE SYSRES_CONST_USER_CERTIFICATE_SUBJECT_NAME_REQUISITE_CODE SYSRES_CONST_USER_CERTIFICATE_THUMBPRINT_REQUISITE_CODE SYSRES_CONST_USER_COMMON_CATEGORY SYSRES_CONST_USER_COMMON_CATEGORY_CODE SYSRES_CONST_USER_FULL_NAME_REQUISITE_CODE SYSRES_CONST_USER_GROUP_TYPE_REQUISITE_CODE SYSRES_CONST_USER_LOGIN_REQUISITE_CODE SYSRES_CONST_USER_REMOTE_CONTROLLER_REQUISITE_CODE SYSRES_CONST_USER_REMOTE_SYSTEM_REQUISITE_CODE SYSRES_CONST_USER_RIGHTS_T_REQUISITE_CODE SYSRES_CONST_USER_SERVER_NAME_REQUISITE_CODE SYSRES_CONST_USER_SERVICE_CATEGORY SYSRES_CONST_USER_SERVICE_CATEGORY_CODE SYSRES_CONST_USER_STATUS_ADMINISTRATOR_CODE SYSRES_CONST_USER_STATUS_ADMINISTRATOR_NAME SYSRES_CONST_USER_STATUS_DEVELOPER_CODE SYSRES_CONST_USER_STATUS_DEVELOPER_NAME SYSRES_CONST_USER_STATUS_DISABLED_CODE SYSRES_CONST_USER_STATUS_DISABLED_NAME SYSRES_CONST_USER_STATUS_SYSTEM_DEVELOPER_CODE SYSRES_CONST_USER_STATUS_USER_CODE SYSRES_CONST_USER_STATUS_USER_NAME SYSRES_CONST_USER_STATUS_USER_NAME_DEPRECATED SYSRES_CONST_USER_TYPE_FIELD_VALUE_USER SYSRES_CONST_USER_TYPE_REQUISITE_CODE SYSRES_CONST_USERS_CONTROLLER_REQUISITE_CODE SYSRES_CONST_USERS_IS_MAIN_SERVER_REQUISITE_CODE SYSRES_CONST_USERS_REFERENCE_CODE SYSRES_CONST_USERS_REGISTRATION_CERTIFICATES_ACTION_NAME SYSRES_CONST_USERS_REQUISITE_CODE SYSRES_CONST_USERS_SYSTEM_REQUISITE_CODE SYSRES_CONST_USERS_USER_ACCESS_RIGHTS_TYPR_REQUISITE_CODE SYSRES_CONST_USERS_USER_AUTHENTICATION_REQUISITE_CODE SYSRES_CONST_USERS_USER_COMPONENT_REQUISITE_CODE SYSRES_CONST_USERS_USER_GROUP_REQUISITE_CODE SYSRES_CONST_USERS_VIEW_CERTIFICATES_ACTION_NAME SYSRES_CONST_VIEW_DEFAULT_CODE SYSRES_CONST_VIEW_DEFAULT_NAME SYSRES_CONST_VIEWER_REQUISITE_CODE SYSRES_CONST_WAITING_BLOCK_DESCRIPTION SYSRES_CONST_WIZARD_FORM_LABEL_TEST_STRING SYSRES_CONST_WIZARD_QUERY_PARAM_HEIGHT_ETALON_STRING SYSRES_CONST_WIZARD_REFERENCE_COMMENT_REQUISITE_CODE SYSRES_CONST_WORK_RULES_DESCRIPTION_REQUISITE_CODE SYSRES_CONST_WORK_TIME_CALENDAR_REFERENCE_CODE SYSRES_CONST_WORK_WORKFLOW_HARD_ROUTE_TYPE_VALUE SYSRES_CONST_WORK_WORKFLOW_HARD_ROUTE_TYPE_VALUE_CODE SYSRES_CONST_WORK_WORKFLOW_HARD_ROUTE_TYPE_VALUE_CODE_RUS SYSRES_CONST_WORK_WORKFLOW_SOFT_ROUTE_TYPE_VALUE_CODE_RUS SYSRES_CONST_WORKFLOW_ROUTE_TYPR_HARD SYSRES_CONST_WORKFLOW_ROUTE_TYPR_SOFT SYSRES_CONST_XML_ENCODING SYSRES_CONST_XREC_STAT_REQUISITE_CODE SYSRES_CONST_XRECID_FIELD_NAME SYSRES_CONST_YES SYSRES_CONST_YES_NO_2_REQUISITE_CODE SYSRES_CONST_YES_NO_REQUISITE_CODE SYSRES_CONST_YES_NO_T_REF_TYPE_REQUISITE_CODE SYSRES_CONST_YES_PICK_VALUE SYSRES_CONST_YES_VALUE CR FALSE nil NO_VALUE NULL TAB TRUE YES_VALUE ADMINISTRATORS_GROUP_NAME CUSTOMIZERS_GROUP_NAME DEVELOPERS_GROUP_NAME SERVICE_USERS_GROUP_NAME DECISION_BLOCK_FIRST_OPERAND_PROPERTY DECISION_BLOCK_NAME_PROPERTY DECISION_BLOCK_OPERATION_PROPERTY DECISION_BLOCK_RESULT_TYPE_PROPERTY DECISION_BLOCK_SECOND_OPERAND_PROPERTY ANY_FILE_EXTENTION COMPRESSED_DOCUMENT_EXTENSION EXTENDED_DOCUMENT_EXTENSION SHORT_COMPRESSED_DOCUMENT_EXTENSION SHORT_EXTENDED_DOCUMENT_EXTENSION JOB_BLOCK_ABORT_DEADLINE_PROPERTY JOB_BLOCK_AFTER_FINISH_EVENT JOB_BLOCK_AFTER_QUERY_PARAMETERS_EVENT JOB_BLOCK_ATTACHMENT_PROPERTY JOB_BLOCK_ATTACHMENTS_RIGHTS_GROUP_PROPERTY JOB_BLOCK_ATTACHMENTS_RIGHTS_TYPE_PROPERTY JOB_BLOCK_BEFORE_QUERY_PARAMETERS_EVENT JOB_BLOCK_BEFORE_START_EVENT JOB_BLOCK_CREATED_JOBS_PROPERTY JOB_BLOCK_DEADLINE_PROPERTY JOB_BLOCK_EXECUTION_RESULTS_PROPERTY JOB_BLOCK_IS_PARALLEL_PROPERTY JOB_BLOCK_IS_RELATIVE_ABORT_DEADLINE_PROPERTY JOB_BLOCK_IS_RELATIVE_DEADLINE_PROPERTY JOB_BLOCK_JOB_TEXT_PROPERTY JOB_BLOCK_NAME_PROPERTY JOB_BLOCK_NEED_SIGN_ON_PERFORM_PROPERTY JOB_BLOCK_PERFORMER_PROPERTY JOB_BLOCK_RELATIVE_ABORT_DEADLINE_TYPE_PROPERTY JOB_BLOCK_RELATIVE_DEADLINE_TYPE_PROPERTY JOB_BLOCK_SUBJECT_PROPERTY ENGLISH_LANGUAGE_CODE RUSSIAN_LANGUAGE_CODE smHidden smMaximized smMinimized smNormal wmNo wmYes COMPONENT_TOKEN_LINK_KIND DOCUMENT_LINK_KIND EDOCUMENT_LINK_KIND FOLDER_LINK_KIND JOB_LINK_KIND REFERENCE_LINK_KIND TASK_LINK_KIND COMPONENT_TOKEN_LOCK_TYPE EDOCUMENT_VERSION_LOCK_TYPE MONITOR_BLOCK_AFTER_FINISH_EVENT MONITOR_BLOCK_BEFORE_START_EVENT MONITOR_BLOCK_DEADLINE_PROPERTY MONITOR_BLOCK_INTERVAL_PROPERTY MONITOR_BLOCK_INTERVAL_TYPE_PROPERTY MONITOR_BLOCK_IS_RELATIVE_DEADLINE_PROPERTY MONITOR_BLOCK_NAME_PROPERTY MONITOR_BLOCK_RELATIVE_DEADLINE_TYPE_PROPERTY MONITOR_BLOCK_SEARCH_SCRIPT_PROPERTY NOTICE_BLOCK_AFTER_FINISH_EVENT NOTICE_BLOCK_ATTACHMENT_PROPERTY NOTICE_BLOCK_ATTACHMENTS_RIGHTS_GROUP_PROPERTY NOTICE_BLOCK_ATTACHMENTS_RIGHTS_TYPE_PROPERTY NOTICE_BLOCK_BEFORE_START_EVENT NOTICE_BLOCK_CREATED_NOTICES_PROPERTY NOTICE_BLOCK_DEADLINE_PROPERTY NOTICE_BLOCK_IS_RELATIVE_DEADLINE_PROPERTY NOTICE_BLOCK_NAME_PROPERTY NOTICE_BLOCK_NOTICE_TEXT_PROPERTY NOTICE_BLOCK_PERFORMER_PROPERTY NOTICE_BLOCK_RELATIVE_DEADLINE_TYPE_PROPERTY NOTICE_BLOCK_SUBJECT_PROPERTY dseAfterCancel dseAfterClose dseAfterDelete dseAfterDeleteOutOfTransaction dseAfterInsert dseAfterOpen dseAfterScroll dseAfterUpdate dseAfterUpdateOutOfTransaction dseBeforeCancel dseBeforeClose dseBeforeDelete dseBeforeDetailUpdate dseBeforeInsert dseBeforeOpen dseBeforeUpdate dseOnAnyRequisiteChange dseOnCloseRecord dseOnDeleteError dseOnOpenRecord dseOnPrepareUpdate dseOnUpdateError dseOnUpdateRatifiedRecord dseOnValidDelete dseOnValidUpdate reOnChange reOnChangeValues SELECTION_BEGIN_ROUTE_EVENT SELECTION_END_ROUTE_EVENT CURRENT_PERIOD_IS_REQUIRED PREVIOUS_CARD_TYPE_NAME SHOW_RECORD_PROPERTIES_FORM ACCESS_RIGHTS_SETTING_DIALOG_CODE ADMINISTRATOR_USER_CODE ANALYTIC_REPORT_TYPE asrtHideLocal asrtHideRemote CALCULATED_ROLE_TYPE_CODE COMPONENTS_REFERENCE_DEVELOPER_VIEW_CODE DCTS_TEST_PROTOCOLS_FOLDER_PATH E_EDOC_VERSION_ALREADY_APPROVINGLY_SIGNED E_EDOC_VERSION_ALREADY_APPROVINGLY_SIGNED_BY_USER E_EDOC_VERSION_ALREDY_SIGNED E_EDOC_VERSION_ALREDY_SIGNED_BY_USER EDOC_TYPES_CODE_REQUISITE_FIELD_NAME EDOCUMENTS_ALIAS_NAME FILES_FOLDER_PATH FILTER_OPERANDS_DELIMITER FILTER_OPERATIONS_DELIMITER FORMCARD_NAME FORMLIST_NAME GET_EXTENDED_DOCUMENT_EXTENSION_CREATION_MODE GET_EXTENDED_DOCUMENT_EXTENSION_IMPORT_MODE INTEGRATED_REPORT_TYPE IS_BUILDER_APPLICATION_ROLE IS_BUILDER_APPLICATION_ROLE2 IS_BUILDER_USERS ISBSYSDEV LOG_FOLDER_PATH mbCancel mbNo mbNoToAll mbOK mbYes mbYesToAll MEMORY_DATASET_DESRIPTIONS_FILENAME mrNo mrNoToAll mrYes mrYesToAll MULTIPLE_SELECT_DIALOG_CODE NONOPERATING_RECORD_FLAG_FEMININE NONOPERATING_RECORD_FLAG_MASCULINE OPERATING_RECORD_FLAG_FEMININE OPERATING_RECORD_FLAG_MASCULINE PROFILING_SETTINGS_COMMON_SETTINGS_CODE_VALUE PROGRAM_INITIATED_LOOKUP_ACTION ratDelete ratEdit ratInsert REPORT_TYPE REQUIRED_PICK_VALUES_VARIABLE rmCard rmList SBRTE_PROGID_DEV SBRTE_PROGID_RELEASE STATIC_ROLE_TYPE_CODE SUPPRESS_EMPTY_TEMPLATE_CREATION SYSTEM_USER_CODE UPDATE_DIALOG_DATASET USED_IN_OBJECT_HINT_PARAM USER_INITIATED_LOOKUP_ACTION USER_NAME_FORMAT USER_SELECTION_RESTRICTIONS WORKFLOW_TEST_PROTOCOLS_FOLDER_PATH ELS_SUBTYPE_CONTROL_NAME ELS_FOLDER_KIND_CONTROL_NAME REPEAT_PROCESS_CURRENT_OBJECT_EXCEPTION_NAME PRIVILEGE_COMPONENT_FULL_ACCESS PRIVILEGE_DEVELOPMENT_EXPORT PRIVILEGE_DEVELOPMENT_IMPORT PRIVILEGE_DOCUMENT_DELETE PRIVILEGE_ESD PRIVILEGE_FOLDER_DELETE PRIVILEGE_MANAGE_ACCESS_RIGHTS PRIVILEGE_MANAGE_REPLICATION PRIVILEGE_MANAGE_SESSION_SERVER PRIVILEGE_OBJECT_FULL_ACCESS PRIVILEGE_OBJECT_VIEW PRIVILEGE_RESERVE_LICENSE PRIVILEGE_SYSTEM_CUSTOMIZE PRIVILEGE_SYSTEM_DEVELOP PRIVILEGE_SYSTEM_INSTALL PRIVILEGE_TASK_DELETE PRIVILEGE_USER_PLUGIN_SETTINGS_CUSTOMIZE PRIVILEGES_PSEUDOREFERENCE_CODE ACCESS_TYPES_PSEUDOREFERENCE_CODE ALL_AVAILABLE_COMPONENTS_PSEUDOREFERENCE_CODE ALL_AVAILABLE_PRIVILEGES_PSEUDOREFERENCE_CODE ALL_REPLICATE_COMPONENTS_PSEUDOREFERENCE_CODE AVAILABLE_DEVELOPERS_COMPONENTS_PSEUDOREFERENCE_CODE COMPONENTS_PSEUDOREFERENCE_CODE FILTRATER_SETTINGS_CONFLICTS_PSEUDOREFERENCE_CODE GROUPS_PSEUDOREFERENCE_CODE RECEIVE_PROTOCOL_PSEUDOREFERENCE_CODE REFERENCE_REQUISITE_PSEUDOREFERENCE_CODE REFERENCE_REQUISITES_PSEUDOREFERENCE_CODE REFTYPES_PSEUDOREFERENCE_CODE REPLICATION_SEANCES_DIARY_PSEUDOREFERENCE_CODE SEND_PROTOCOL_PSEUDOREFERENCE_CODE SUBSTITUTES_PSEUDOREFERENCE_CODE SYSTEM_SETTINGS_PSEUDOREFERENCE_CODE UNITS_PSEUDOREFERENCE_CODE USERS_PSEUDOREFERENCE_CODE VIEWERS_PSEUDOREFERENCE_CODE CERTIFICATE_TYPE_ENCRYPT CERTIFICATE_TYPE_SIGN CERTIFICATE_TYPE_SIGN_AND_ENCRYPT STORAGE_TYPE_FILE STORAGE_TYPE_NAS_CIFS STORAGE_TYPE_SAPERION STORAGE_TYPE_SQL_SERVER COMPTYPE2_REQUISITE_DOCUMENTS_VALUE COMPTYPE2_REQUISITE_TASKS_VALUE COMPTYPE2_REQUISITE_FOLDERS_VALUE COMPTYPE2_REQUISITE_REFERENCES_VALUE SYSREQ_CODE SYSREQ_COMPTYPE2 SYSREQ_CONST_AVAILABLE_FOR_WEB SYSREQ_CONST_COMMON_CODE SYSREQ_CONST_COMMON_VALUE SYSREQ_CONST_FIRM_CODE SYSREQ_CONST_FIRM_STATUS SYSREQ_CONST_FIRM_VALUE SYSREQ_CONST_SERVER_STATUS SYSREQ_CONTENTS SYSREQ_DATE_OPEN SYSREQ_DATE_CLOSE SYSREQ_DESCRIPTION SYSREQ_DESCRIPTION_LOCALIZE_ID SYSREQ_DOUBLE SYSREQ_EDOC_ACCESS_TYPE SYSREQ_EDOC_AUTHOR SYSREQ_EDOC_CREATED SYSREQ_EDOC_DELEGATE_RIGHTS_REQUISITE_CODE SYSREQ_EDOC_EDITOR SYSREQ_EDOC_ENCODE_TYPE SYSREQ_EDOC_ENCRYPTION_PLUGIN_NAME SYSREQ_EDOC_ENCRYPTION_PLUGIN_VERSION SYSREQ_EDOC_EXPORT_DATE SYSREQ_EDOC_EXPORTER SYSREQ_EDOC_KIND SYSREQ_EDOC_LIFE_STAGE_NAME SYSREQ_EDOC_LOCKED_FOR_SERVER_CODE SYSREQ_EDOC_MODIFIED SYSREQ_EDOC_NAME SYSREQ_EDOC_NOTE SYSREQ_EDOC_QUALIFIED_ID SYSREQ_EDOC_SESSION_KEY SYSREQ_EDOC_SESSION_KEY_ENCRYPTION_PLUGIN_NAME SYSREQ_EDOC_SESSION_KEY_ENCRYPTION_PLUGIN_VERSION SYSREQ_EDOC_SIGNATURE_TYPE SYSREQ_EDOC_SIGNED SYSREQ_EDOC_STORAGE SYSREQ_EDOC_STORAGES_ARCHIVE_STORAGE SYSREQ_EDOC_STORAGES_CHECK_RIGHTS SYSREQ_EDOC_STORAGES_COMPUTER_NAME SYSREQ_EDOC_STORAGES_EDIT_IN_STORAGE SYSREQ_EDOC_STORAGES_EXECUTIVE_STORAGE SYSREQ_EDOC_STORAGES_FUNCTION SYSREQ_EDOC_STORAGES_INITIALIZED SYSREQ_EDOC_STORAGES_LOCAL_PATH SYSREQ_EDOC_STORAGES_SAPERION_DATABASE_NAME SYSREQ_EDOC_STORAGES_SEARCH_BY_TEXT SYSREQ_EDOC_STORAGES_SERVER_NAME SYSREQ_EDOC_STORAGES_SHARED_SOURCE_NAME SYSREQ_EDOC_STORAGES_TYPE SYSREQ_EDOC_TEXT_MODIFIED SYSREQ_EDOC_TYPE_ACT_CODE SYSREQ_EDOC_TYPE_ACT_DESCRIPTION SYSREQ_EDOC_TYPE_ACT_DESCRIPTION_LOCALIZE_ID SYSREQ_EDOC_TYPE_ACT_ON_EXECUTE SYSREQ_EDOC_TYPE_ACT_ON_EXECUTE_EXISTS SYSREQ_EDOC_TYPE_ACT_SECTION SYSREQ_EDOC_TYPE_ADD_PARAMS SYSREQ_EDOC_TYPE_COMMENT SYSREQ_EDOC_TYPE_EVENT_TEXT SYSREQ_EDOC_TYPE_NAME_IN_SINGULAR SYSREQ_EDOC_TYPE_NAME_IN_SINGULAR_LOCALIZE_ID SYSREQ_EDOC_TYPE_NAME_LOCALIZE_ID SYSREQ_EDOC_TYPE_NUMERATION_METHOD SYSREQ_EDOC_TYPE_PSEUDO_REQUISITE_CODE SYSREQ_EDOC_TYPE_REQ_CODE SYSREQ_EDOC_TYPE_REQ_DESCRIPTION SYSREQ_EDOC_TYPE_REQ_DESCRIPTION_LOCALIZE_ID SYSREQ_EDOC_TYPE_REQ_IS_LEADING SYSREQ_EDOC_TYPE_REQ_IS_REQUIRED SYSREQ_EDOC_TYPE_REQ_NUMBER SYSREQ_EDOC_TYPE_REQ_ON_CHANGE SYSREQ_EDOC_TYPE_REQ_ON_CHANGE_EXISTS SYSREQ_EDOC_TYPE_REQ_ON_SELECT SYSREQ_EDOC_TYPE_REQ_ON_SELECT_KIND SYSREQ_EDOC_TYPE_REQ_SECTION SYSREQ_EDOC_TYPE_VIEW_CARD SYSREQ_EDOC_TYPE_VIEW_CODE SYSREQ_EDOC_TYPE_VIEW_COMMENT SYSREQ_EDOC_TYPE_VIEW_IS_MAIN SYSREQ_EDOC_TYPE_VIEW_NAME SYSREQ_EDOC_TYPE_VIEW_NAME_LOCALIZE_ID SYSREQ_EDOC_VERSION_AUTHOR SYSREQ_EDOC_VERSION_CRC SYSREQ_EDOC_VERSION_DATA SYSREQ_EDOC_VERSION_EDITOR SYSREQ_EDOC_VERSION_EXPORT_DATE SYSREQ_EDOC_VERSION_EXPORTER SYSREQ_EDOC_VERSION_HIDDEN SYSREQ_EDOC_VERSION_LIFE_STAGE SYSREQ_EDOC_VERSION_MODIFIED SYSREQ_EDOC_VERSION_NOTE SYSREQ_EDOC_VERSION_SIGNATURE_TYPE SYSREQ_EDOC_VERSION_SIGNED SYSREQ_EDOC_VERSION_SIZE SYSREQ_EDOC_VERSION_SOURCE SYSREQ_EDOC_VERSION_TEXT_MODIFIED SYSREQ_EDOCKIND_DEFAULT_VERSION_STATE_CODE SYSREQ_FOLDER_KIND SYSREQ_FUNC_CATEGORY SYSREQ_FUNC_COMMENT SYSREQ_FUNC_GROUP SYSREQ_FUNC_GROUP_COMMENT SYSREQ_FUNC_GROUP_NUMBER SYSREQ_FUNC_HELP SYSREQ_FUNC_PARAM_DEF_VALUE SYSREQ_FUNC_PARAM_IDENT SYSREQ_FUNC_PARAM_NUMBER SYSREQ_FUNC_PARAM_TYPE SYSREQ_FUNC_TEXT SYSREQ_GROUP_CATEGORY SYSREQ_ID SYSREQ_LAST_UPDATE SYSREQ_LEADER_REFERENCE SYSREQ_LINE_NUMBER SYSREQ_MAIN_RECORD_ID SYSREQ_NAME SYSREQ_NAME_LOCALIZE_ID SYSREQ_NOTE SYSREQ_ORIGINAL_RECORD SYSREQ_OUR_FIRM SYSREQ_PROFILING_SETTINGS_BATCH_LOGING SYSREQ_PROFILING_SETTINGS_BATCH_SIZE SYSREQ_PROFILING_SETTINGS_PROFILING_ENABLED SYSREQ_PROFILING_SETTINGS_SQL_PROFILING_ENABLED SYSREQ_PROFILING_SETTINGS_START_LOGGED SYSREQ_RECORD_STATUS SYSREQ_REF_REQ_FIELD_NAME SYSREQ_REF_REQ_FORMAT SYSREQ_REF_REQ_GENERATED SYSREQ_REF_REQ_LENGTH SYSREQ_REF_REQ_PRECISION SYSREQ_REF_REQ_REFERENCE SYSREQ_REF_REQ_SECTION SYSREQ_REF_REQ_STORED SYSREQ_REF_REQ_TOKENS SYSREQ_REF_REQ_TYPE SYSREQ_REF_REQ_VIEW SYSREQ_REF_TYPE_ACT_CODE SYSREQ_REF_TYPE_ACT_DESCRIPTION SYSREQ_REF_TYPE_ACT_DESCRIPTION_LOCALIZE_ID SYSREQ_REF_TYPE_ACT_ON_EXECUTE SYSREQ_REF_TYPE_ACT_ON_EXECUTE_EXISTS SYSREQ_REF_TYPE_ACT_SECTION SYSREQ_REF_TYPE_ADD_PARAMS SYSREQ_REF_TYPE_COMMENT SYSREQ_REF_TYPE_COMMON_SETTINGS SYSREQ_REF_TYPE_DISPLAY_REQUISITE_NAME SYSREQ_REF_TYPE_EVENT_TEXT SYSREQ_REF_TYPE_MAIN_LEADING_REF SYSREQ_REF_TYPE_NAME_IN_SINGULAR SYSREQ_REF_TYPE_NAME_IN_SINGULAR_LOCALIZE_ID SYSREQ_REF_TYPE_NAME_LOCALIZE_ID SYSREQ_REF_TYPE_NUMERATION_METHOD SYSREQ_REF_TYPE_REQ_CODE SYSREQ_REF_TYPE_REQ_DESCRIPTION SYSREQ_REF_TYPE_REQ_DESCRIPTION_LOCALIZE_ID SYSREQ_REF_TYPE_REQ_IS_CONTROL SYSREQ_REF_TYPE_REQ_IS_FILTER SYSREQ_REF_TYPE_REQ_IS_LEADING SYSREQ_REF_TYPE_REQ_IS_REQUIRED SYSREQ_REF_TYPE_REQ_NUMBER SYSREQ_REF_TYPE_REQ_ON_CHANGE SYSREQ_REF_TYPE_REQ_ON_CHANGE_EXISTS SYSREQ_REF_TYPE_REQ_ON_SELECT SYSREQ_REF_TYPE_REQ_ON_SELECT_KIND SYSREQ_REF_TYPE_REQ_SECTION SYSREQ_REF_TYPE_VIEW_CARD SYSREQ_REF_TYPE_VIEW_CODE SYSREQ_REF_TYPE_VIEW_COMMENT SYSREQ_REF_TYPE_VIEW_IS_MAIN SYSREQ_REF_TYPE_VIEW_NAME SYSREQ_REF_TYPE_VIEW_NAME_LOCALIZE_ID SYSREQ_REFERENCE_TYPE_ID SYSREQ_STATE SYSREQ_STATЕ SYSREQ_SYSTEM_SETTINGS_VALUE SYSREQ_TYPE SYSREQ_UNIT SYSREQ_UNIT_ID SYSREQ_USER_GROUPS_GROUP_FULL_NAME SYSREQ_USER_GROUPS_GROUP_NAME SYSREQ_USER_GROUPS_GROUP_SERVER_NAME SYSREQ_USERS_ACCESS_RIGHTS SYSREQ_USERS_AUTHENTICATION SYSREQ_USERS_CATEGORY SYSREQ_USERS_COMPONENT SYSREQ_USERS_COMPONENT_USER_IS_PUBLIC SYSREQ_USERS_DOMAIN SYSREQ_USERS_FULL_USER_NAME SYSREQ_USERS_GROUP SYSREQ_USERS_IS_MAIN_SERVER SYSREQ_USERS_LOGIN SYSREQ_USERS_REFERENCE_USER_IS_PUBLIC SYSREQ_USERS_STATUS SYSREQ_USERS_USER_CERTIFICATE SYSREQ_USERS_USER_CERTIFICATE_INFO SYSREQ_USERS_USER_CERTIFICATE_PLUGIN_NAME SYSREQ_USERS_USER_CERTIFICATE_PLUGIN_VERSION SYSREQ_USERS_USER_CERTIFICATE_STATE SYSREQ_USERS_USER_CERTIFICATE_SUBJECT_NAME SYSREQ_USERS_USER_CERTIFICATE_THUMBPRINT SYSREQ_USERS_USER_DEFAULT_CERTIFICATE SYSREQ_USERS_USER_DESCRIPTION SYSREQ_USERS_USER_GLOBAL_NAME SYSREQ_USERS_USER_LOGIN SYSREQ_USERS_USER_MAIN_SERVER SYSREQ_USERS_USER_TYPE SYSREQ_WORK_RULES_FOLDER_ID RESULT_VAR_NAME RESULT_VAR_NAME_ENG AUTO_NUMERATION_RULE_ID CANT_CHANGE_ID_REQUISITE_RULE_ID CANT_CHANGE_OURFIRM_REQUISITE_RULE_ID 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markerDir markerPos markerShape markerSize markerText markerType max members menuAction menuAdd menuChecked menuClear menuCollapse menuData menuDelete menuEnable menuEnabled menuExpand menuHover menuPicture menuSetAction menuSetCheck menuSetData menuSetPicture menuSetValue menuShortcut menuShortcutText menuSize menuSort menuText menuURL menuValue min mineActive mineDetectedBy missionConfigFile missionDifficulty missionName missionNamespace missionStart missionVersion mod modelToWorld modelToWorldVisual modelToWorldVisualWorld modelToWorldWorld modParams moonIntensity moonPhase morale move move3DENCamera moveInAny moveInCargo moveInCommander moveInDriver moveInGunner moveInTurret moveObjectToEnd moveOut moveTime moveTo moveToCompleted moveToFailed musicVolume name nameSound nearEntities nearestBuilding nearestLocation nearestLocations nearestLocationWithDubbing nearestObject nearestObjects nearestTerrainObjects nearObjects nearObjectsReady nearRoads nearSupplies nearTargets needReload 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r=e.worldTransform,i=this.worldTransform;i.a=t.a*r.a+t.b*r.c,i.b=t.a*r.b+t.b*r.d,i.c=t.c*r.a+t.d*r.c,i.d=t.c*r.b+t.d*r.d,i.tx=t.tx*r.a+t.ty*r.c+r.tx,i.ty=t.tx*r.b+t.ty*r.d+r.ty,this._parentID=e._worldID,this._worldID++}},Hr.prototype.setFromMatrix=function(e){e.decompose(this),this._localID++},zr.rotation.get=function(){return this._rotation},zr.rotation.set=function(e){this._rotation!==e&&(this._rotation=e,this.updateSkew())},Object.defineProperties(Hr.prototype,zr),Hr.IDENTITY=new Hr;var qr=function(e,t,r,i){void 0===e&&(e=0),void 0===t&&(t=0),void 0===r&&(r=0),void 0===i&&(i=0),this.x=Number(e),this.y=Number(t),this.width=Number(r),this.height=Number(i),this.type=wr.RECT},Wr={left:{configurable:!0},right:{configurable:!0},top:{configurable:!0},bottom:{configurable:!0}},jr={EMPTY:{configurable:!0}};Wr.left.get=function(){return this.x},Wr.right.get=function(){return this.x+this.width},Wr.top.get=function(){return this.y},Wr.bottom.get=function(){return 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this.minX>this.maxX||this.minY>this.maxY?qr.EMPTY:((e=e||new qr(0,0,1,1)).x=this.minX,e.y=this.minY,e.width=this.maxX-this.minX,e.height=this.maxY-this.minY,e)},Zr.prototype.addPoint=function(e){this.minX=Math.min(this.minX,e.x),this.maxX=Math.max(this.maxX,e.x),this.minY=Math.min(this.minY,e.y),this.maxY=Math.max(this.maxY,e.y)},Zr.prototype.addQuad=function(e){var t=this.minX,r=this.minY,i=this.maxX,n=this.maxY,a=e[0],o=e[1];t=ai?a:i,n=o>n?o:n,t=(a=e[2])i?a:i,n=o>n?o:n,t=(a=e[4])i?a:i,n=o>n?o:n,t=(a=e[6])i?a:i,n=o>n?o:n,this.minX=t,this.minY=r,this.maxX=i,this.maxY=n},Zr.prototype.addFrame=function(e,t,r,i,n){var a=e.worldTransform,o=a.a,s=a.b,l=a.c,c=a.d,_=a.tx,d=a.ty,u=this.minX,p=this.minY,h=this.maxX,m=this.maxY,g=o*t+l*r+_,E=s*t+c*r+d;u=gh?g:h,m=E>m?E:m,u=(g=o*i+l*r+_)h?g:h,m=E>m?E:m,u=(g=o*t+l*n+_)h?g:h,m=E>m?E:m,u=(g=o*i+l*n+_)h?g:h,m=E>m?E:m,this.minX=u,this.minY=p,this.maxX=h,this.maxY=m},Zr.prototype.addVertexData=function(e,t,r){for(var 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Hr,this.alpha=1,this.visible=!0,this.renderable=!0,this.parent=null,this.worldAlpha=1,this._lastSortedIndex=0,this._zIndex=0,this.filterArea=null,this.filters=null,this._enabledFilters=null,this._bounds=new Zr,this._boundsID=0,this._lastBoundsID=-1,this._boundsRect=null,this._localBoundsRect=null,this._mask=null,this._destroyed=!1,this.isSprite=!1}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var r={_tempDisplayObjectParent:{configurable:!0},x:{configurable:!0},y:{configurable:!0},worldTransform:{configurable:!0},localTransform:{configurable:!0},position:{configurable:!0},scale:{configurable:!0},pivot:{configurable:!0},skew:{configurable:!0},rotation:{configurable:!0},angle:{configurable:!0},zIndex:{configurable:!0},worldVisible:{configurable:!0},mask:{configurable:!0}};return t.mixin=function(e){for(var r=Object.keys(e),i=0;i1)for(var i=0;ithis.children.length)throw new Error(e+"addChildAt: The index "+t+" supplied is out of bounds 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o=0;o1&&this.children.sort(ei),this.sortDirty=!1},t.prototype.updateTransform=function(){this.sortableChildren&&this.sortDirty&&this.sortChildren(),this._boundsID++,this.transform.updateTransform(this.parent.transform),this.worldAlpha=this.alpha*this.parent.worldAlpha;for(var e=0,t=this.children.length;ethis.renderer.width&&(e.width=this.renderer.width-e.x),e.y+e.height>this.renderer.height&&(e.height=this.renderer.height-e.y)},ii.prototype.addChild=function(e){var t=this.pool.pop();t||((t=document.createElement("button")).style.width="100px",t.style.height="100px",t.style.backgroundColor=this.debug?"rgba(255,0,0,0.5)":"transparent",t.style.position="absolute",t.style.zIndex=2,t.style.borderStyle="none",navigator.userAgent.toLowerCase().indexOf("chrome")>-1?t.setAttribute("aria-live","off"):t.setAttribute("aria-live","polite"),navigator.userAgent.match(/rv:.*Gecko\//)?t.setAttribute("aria-relevant","additions"):t.setAttribute("aria-relevant","text"),t.addEventListener("click",this._onClick.bind(this)),t.addEventListener("focus",this._onFocus.bind(this)),t.addEventListener("focusout",this._onFocusOut.bind(this))),e.accessibleTitle&&null!==e.accessibleTitle?t.title=e.accessibleTitle:e.accessibleHint&&null!==e.accessibleHint||(t.title="displayObject 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t=this.renderer.plugins.interaction;t.dispatchEvent(e.target.displayObject,"mouseout",t.eventData)},ii.prototype._onKeyDown=function(e){9===e.keyCode&&this.activate()},ii.prototype._onMouseMove=function(e){0===e.movementX&&0===e.movementY||this.deactivate()},ii.prototype.destroy=function(){this.destroyTouchHook(),this.div=null;for(var e=0;e8)throw new Error("max arguments reached");for(var l=this.name,c=this.items,_=0,d=c.length;_t.priority){e.connect(r);break}r=t,t=t.next}e.previous||e.connect(r)}else e.connect(r);return this._startIfPossible(),this},ci.prototype.remove=function(e,t){for(var r=this._head.next;r;)r=r.match(e,t)?r.destroy():r.next;return this._head.next||this._cancelIfNeeded(),this},ci.prototype.start=function(){this.started||(this.started=!0,this._requestIfNeeded())},ci.prototype.stop=function(){this.started&&(this.started=!1,this._cancelIfNeeded())},ci.prototype.destroy=function(){if(!this._protected){this.stop();for(var e=this._head.next;e;)e=e.destroy(!0);this._head.destroy(),this._head=null}},ci.prototype.update=function(e){var t;if(void 0===e&&(e=performance.now()),e>this.lastTime){if((t=this.elapsedMS=e-this.lastTime)>this._maxElapsedMS&&(t=this._maxElapsedMS),t*=this.speed,this._minElapsedMS&&t+1=E.TARGET_FPMS)this._minElapsedMS=0;else{var t=Math.max(this.minFPS,e),r=Math.min(Math.max(1,t)/1e3,E.TARGET_FPMS);this._minElapsedMS=1/r}},di.shared.get=function(){if(!ci._shared){var e=ci._shared=new ci;e.autoStart=!0,e._protected=!0}return ci._shared},di.system.get=function(){if(!ci._system){var e=ci._system=new ci;e.autoStart=!0,e._protected=!0}return ci._system},Object.defineProperties(ci.prototype,_i),Object.defineProperties(ci,di);var ui=function(){};ui.init=function(e){var t=this;e=Object.assign({autoStart:!0,sharedTicker:!1},e),Object.defineProperty(this,"ticker",{set:function(e){this._ticker&&this._ticker.remove(this.render,this),this._ticker=e,e&&e.add(this.render,this,si.LOW)},get:function(){return this._ticker}}),this.stop=function(){t._ticker.stop()},this.start=function(){t._ticker.start()},this._ticker=null,this.ticker=e.sharedTicker?ci.shared:new ci,e.autoStart&&this.start()},ui.destroy=function(){if(this._ticker){var e=this._ticker;this.ticker=null,e.destroy()}};var pi=function(e,t){void 0===e&&(e=0),void 0===t&&(t=0),this._width=e,this._height=t,this.destroyed=!1,this.internal=!1,this.onResize=new ai("setRealSize",2),this.onUpdate=new ai("update")},hi={valid:{configurable:!0},width:{configurable:!0},height:{configurable:!0}};pi.prototype.bind=function(e){this.onResize.add(e),this.onUpdate.add(e),(this._width||this._height)&&this.onResize.run(this._width,this._height)},pi.prototype.unbind=function(e){this.onResize.remove(e),this.onUpdate.remove(e)},pi.prototype.resize=function(e,t){e===this._width&&t===this._height||(this._width=e,this._height=t,this.onResize.run(e,t))},hi.valid.get=function(){return!!this._width&&!!this._height},pi.prototype.update=function(){this.destroyed||this.onUpdate.run()},pi.prototype.load=function(){return Promise.resolve()},hi.width.get=function(){return this._width},hi.height.get=function(){return this._height},pi.prototype.upload=function(e,t,r){return!1},pi.prototype.style=function(e,t,r){return!1},pi.prototype.dispose=function(){},pi.prototype.destroy=function(){this.destroyed||(this.onResize.removeAll(),this.onResize=null,this.onUpdate.removeAll(),this.onUpdate=null,this.destroyed=!0,this.dispose())},Object.defineProperties(pi.prototype,hi);var mi=function(e){function t(t){var r=t.naturalWidth||t.videoWidth||t.width,i=t.naturalHeight||t.videoHeight||t.height;e.call(this,r,i),this.source=t}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.crossOrigin=function(e,t,r){void 0===r&&0!==t.indexOf("data:")?e.crossOrigin=Tr(t):!1!==r&&(e.crossOrigin="string"==typeof r?r:"anonymous")},t.prototype.upload=function(e,t,r,i){var n=e.gl,a=t.realWidth,o=t.realHeight;return i=i||this.source,n.pixelStorei(n.UNPACK_PREMULTIPLY_ALPHA_WEBGL,t.premultiplyAlpha),t.target===n.TEXTURE_2D&&r.width===a&&r.height===o?n.texSubImage2D(n.TEXTURE_2D,0,0,0,t.format,t.type,i):(r.width=a,r.height=o,n.texImage2D(t.target,0,t.format,t.format,t.type,i)),!0},t.prototype.update=function(){if(!this.destroyed){var t=this.source.naturalWidth||this.source.videoWidth||this.source.width,r=this.source.naturalHeight||this.source.videoHeight||this.source.height;this.resize(t,r),e.prototype.update.call(this)}},t.prototype.dispose=function(){this.source=null},t}(pi),gi=function(e){function t(t,r){if(r=r||{},!(t instanceof HTMLImageElement)){var i=new Image;e.crossOrigin(i,t,r.crossorigin),i.src=t,t=i}e.call(this,t),this.url=t.src,this._process=null,this.preserveBitmap=!1,this.createBitmap=(void 0!==r.createBitmap?r.createBitmap:E.CREATE_IMAGE_BITMAP)&&!!window.createImageBitmap,this.premultiplyAlpha=!1!==r.premultiplyAlpha,this.bitmap=null,this._load=null,!1!==r.autoLoad&&this.load()}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.load=function(e){var t=this;return void 0!==e&&(this.createBitmap=e),this._load?this._load:(this._load=new Promise(function(e){t.url=t.source.src;var r=t.source,i=function(){t.destroyed||(r.onload=null,r.onerror=null,t.resize(r.width,r.height),t._load=null,t.createBitmap?e(t.process()):e(t))};r.complete&&r.src?i():r.onload=i}),this._load)},t.prototype.process=function(){var e=this;return null!==this._process?this._process:null===this.bitmap&&window.createImageBitmap?(this._process=window.createImageBitmap(this.source,0,0,this.source.width,this.source.height,{premultiplyAlpha:this.premultiplyAlpha?"premultiply":"none"}).then(function(t){return e.destroyed?Promise.reject():(e.bitmap=t,e.update(),e._process=null,Promise.resolve(e))}),this._process):Promise.resolve(this)},t.prototype.upload=function(t,r,i){if(r.premultiplyAlpha=this.premultiplyAlpha,!this.createBitmap)return e.prototype.upload.call(this,t,r,i);if(!this.bitmap&&(this.process(),!this.bitmap))return!1;if(e.prototype.upload.call(this,t,r,i,this.bitmap),!this.preserveBitmap){var n=!0;for(var a in r._glTextures){var o=r._glTextures[a];if(o!==i&&o.dirtyId!==r.dirtyId){n=!1;break}}n&&(this.bitmap.close&&this.bitmap.close(),this.bitmap=null)}return!0},t.prototype.dispose=function(){e.prototype.dispose.call(this),this.bitmap&&(this.bitmap.close(),this.bitmap=null),this._process=null,this._load=null},t}(mi),Ei=[];function fi(e,t){if(!e)return null;var r="";if("string"==typeof e){var i=/\.(\w{3,4})(?:$|\?|#)/i.exec(e);i&&(r=i[1].toLowerCase())}for(var n=Ei.length-1;n>=0;--n){var a=Ei[n];if(a.test&&a.test(e,r))return new a(e,t)}return new gi(e,t)}var Si=function(e){function t(t,r){var i=r||{},n=i.width,a=i.height;if(!n||!a)throw new Error("BufferResource width or height invalid");e.call(this,n,a),this.data=t}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.upload=function(e,t,r){var i=e.gl;if(i.pixelStorei(i.UNPACK_PREMULTIPLY_ALPHA_WEBGL,t.premultiplyAlpha),r.width===t.width&&r.height===t.height)i.texSubImage2D(t.target,0,0,0,t.width,t.height,t.format,t.type,this.data);else{r.width=t.width,r.height=t.height;var n=t.format;2===e.context.webGLVersion&&t.type===e.gl.FLOAT&&t.format===e.gl.RGBA&&(n=e.gl.RGBA32F),i.texImage2D(t.target,0,n,t.width,t.height,0,t.format,t.type,this.data)}return!0},t.prototype.dispose=function(){this.data=null},t.test=function(e){return e instanceof Float32Array||e instanceof Uint8Array||e instanceof Uint32Array},t}(pi),bi={scaleMode:Yt.NEAREST,format:Ft.RGBA,premultiplyAlpha:!1},Ti=function(e){function t(t,r){void 0===t&&(t=null),void 0===r&&(r=null),e.call(this);var i=(r=r||{}).premultiplyAlpha,n=r.mipmap,a=r.scaleMode,o=r.width,s=r.height,l=r.wrapMode,c=r.format,_=r.type,d=r.target,u=r.resolution,p=r.resourceOptions;!t||t instanceof pi||((t=fi(t,p)).internal=!0),this.width=o||0,this.height=s||0,this.resolution=u||E.RESOLUTION,this.mipmap=void 0!==n?n:E.MIPMAP_TEXTURES,this.wrapMode=l||E.WRAP_MODE,this.scaleMode=void 0!==a?a:E.SCALE_MODE,this.format=c||Ft.RGBA,this.type=_||Gt.UNSIGNED_BYTE,this.target=d||Bt.TEXTURE_2D,this.premultiplyAlpha=!1!==i,this.uid=lr(),this.touched=0,this.isPowerOfTwo=!1,this._refreshPOT(),this._glTextures={},this.dirtyId=0,this.dirtyStyleId=0,this.cacheId=null,this.valid=o>0&&s>0,this.textureCacheIds=[],this.destroyed=!1,this.resource=null,this._batchEnabled=0,this.setResource(t)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var r={realWidth:{configurable:!0},realHeight:{configurable:!0}};return r.realWidth.get=function(){return this.width*this.resolution},r.realHeight.get=function(){return this.height*this.resolution},t.prototype.setStyle=function(e,t){var r;return void 0!==e&&e!==this.scaleMode&&(this.scaleMode=e,r=!0),void 0!==t&&t!==this.mipmap&&(this.mipmap=t,r=!0),r&&this.dirtyStyleId++,this},t.prototype.setSize=function(e,t,r){return this.resolution=r||this.resolution,this.width=e,this.height=t,this._refreshPOT(),this.update(),this},t.prototype.setRealSize=function(e,t,r){return this.resolution=r||this.resolution,this.width=e/this.resolution,this.height=t/this.resolution,this._refreshPOT(),this.update(),this},t.prototype._refreshPOT=function(){this.isPowerOfTwo=dr(this.realWidth)&&dr(this.realHeight)},t.prototype.setResolution=function(e){var t=this.resolution;return t===e?this:(this.resolution=e,this.valid&&(this.width=this.width*t/e,this.height=this.height*t/e,this.emit("update",this)),this._refreshPOT(),this)},t.prototype.setResource=function(e){if(this.resource===e)return this;if(this.resource)throw new Error("Resource can be set only once");return e.bind(this),this.resource=e,this},t.prototype.update=function(){this.valid?(this.dirtyId++,this.dirtyStyleId++,this.emit("update",this)):this.width>0&&this.height>0&&(this.valid=!0,this.emit("loaded",this),this.emit("update",this))},t.prototype.destroy=function(){this.resource&&(this.resource.unbind(this),this.resource.internal&&this.resource.destroy(),this.resource=null),this.cacheId&&(delete mr[this.cacheId],delete hr[this.cacheId],this.cacheId=null),this.dispose(),t.removeFromCache(this),this.textureCacheIds=null,this.destroyed=!0},t.prototype.dispose=function(){this.emit("dispose",this)},t.from=function(e,r){var i=null;"string"==typeof e?i=e:(e._pixiId||(e._pixiId="pixiid_"+lr()),i=e._pixiId);var n=mr[i];return n||((n=new t(e,r)).cacheId=i,t.addToCache(n,i)),n},t.fromBuffer=function(e,r,i,n){e=e||new Float32Array(r*i*4);var a=new Si(e,{width:r,height:i}),o=e instanceof Float32Array?Gt.FLOAT:Gt.UNSIGNED_BYTE;return new t(a,Object.assign(bi,n||{width:r,height:i,type:o}))},t.addToCache=function(e,t){t&&(-1===e.textureCacheIds.indexOf(t)&&e.textureCacheIds.push(t),mr[t]&&console.warn("BaseTexture added to the cache with an id ["+t+"] that already had an entry"),mr[t]=e)},t.removeFromCache=function(e){if("string"==typeof e){var t=mr[e];if(t){var r=t.textureCacheIds.indexOf(e);return r>-1&&t.textureCacheIds.splice(r,1),delete mr[e],t}}else if(e&&e.textureCacheIds){for(var i=0;i]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i;var Ni=function(e){function t(t,r){if(r=r||{},!(t instanceof HTMLVideoElement)){var i=document.createElement("video");i.setAttribute("webkit-playsinline",""),i.setAttribute("playsinline",""),"string"==typeof t&&(t=[t]),e.crossOrigin(i,t[0].src||t[0],r.crossorigin);for(var n=0;n0&&!1===e.paused&&!1===e.ended&&e.readyState>2},t.prototype._isSourceReady=function(){return 3===this.source.readyState||4===this.source.readyState},t.prototype._onPlayStart=function(){this.valid||this._onCanPlay(),!this._isAutoUpdating&&this.autoUpdate&&(ci.shared.add(this.update,this),this._isAutoUpdating=!0)},t.prototype._onPlayStop=function(){this._isAutoUpdating&&(ci.shared.remove(this.update,this),this._isAutoUpdating=!1)},t.prototype._onCanPlay=function(){var e=this.source;e.removeEventListener("canplay",this._onCanPlay),e.removeEventListener("canplaythrough",this._onCanPlay);var t=this.valid;this.resize(e.videoWidth,e.videoHeight),!t&&this._resolve&&(this._resolve(this),this._resolve=null),this._isSourcePlaying()?this._onPlayStart():this.autoPlay&&e.play()},t.prototype.dispose=function(){this._isAutoUpdating&&ci.shared.remove(this.update,this),this.source&&(this.source.pause(),this.source.src="",this.source.load()),e.prototype.dispose.call(this)},r.autoUpdate.get=function(){return this._autoUpdate},r.autoUpdate.set=function(e){e!==this._autoUpdate&&(this._autoUpdate=e,!this._autoUpdate&&this._isAutoUpdating?(ci.shared.remove(this.update,this),this._isAutoUpdating=!1):this._autoUpdate&&!this._isAutoUpdating&&(ci.shared.add(this.update,this),this._isAutoUpdating=!0))},r.updateFPS.get=function(){return this._updateFPS},r.updateFPS.set=function(e){e!==this._updateFPS&&(this._updateFPS=e)},t.test=function(e,r){return e instanceof HTMLVideoElement||t.TYPES.indexOf(r)>-1},Object.defineProperties(t.prototype,r),t}(mi);Ni.TYPES=["mp4","m4v","webm","ogg","ogv","h264","avi","mov"],Ei.push(gi,yi,Ni,Ci,Si,Ri,vi);var Oi={INSTALLED:Ei,autoDetectResource:fi,ArrayResource:vi,BufferResource:Si,CanvasResource:yi,CubeResource:Ri,ImageResource:gi,SVGResource:Ci,VideoResource:Ni,Resource:pi,BaseImageResource:mi},Ii=function(e){this.renderer=e,this.renderer.runners.contextChange.add(this)};Ii.prototype.contextChange=function(e){},Ii.prototype.destroy=function(){this.renderer.runners.contextChange.remove(this),this.renderer=null};var Ai=function(e){function t(){e.apply(this,arguments)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.upload=function(e,t,r){var i=e.gl;return i.pixelStorei(i.UNPACK_PREMULTIPLY_ALPHA_WEBGL,t.premultiplyAlpha),r.width===t.width&&r.height===t.height?i.texSubImage2D(t.target,0,0,0,t.width,t.height,t.format,t.type,this.data):(r.width=t.width,r.height=t.height,i.texImage2D(t.target,0,i.DEPTH_COMPONENT16,t.width,t.height,0,t.format,t.type,this.data)),!0},t}(Si),xi=function(e,t){this.width=Math.ceil(e||100),this.height=Math.ceil(t||100),this.stencil=!1,this.depth=!1,this.dirtyId=0,this.dirtyFormat=0,this.dirtySize=0,this.depthTexture=null,this.colorTextures=[],this.glFramebuffers={},this.disposeRunner=new ai("disposeFramebuffer",2)},Di={colorTexture:{configurable:!0}};Di.colorTexture.get=function(){return this.colorTextures[0]},xi.prototype.addColorTexture=function(e,t){return void 0===e&&(e=0),this.colorTextures[e]=t||new Ti(null,{scaleMode:0,resolution:1,mipmap:!1,width:this.width,height:this.height}),this.dirtyId++,this.dirtyFormat++,this},xi.prototype.addDepthTexture=function(e){return this.depthTexture=e||new Ti(new Ai(null,{width:this.width,height:this.height}),{scaleMode:0,resolution:1,width:this.width,height:this.height,mipmap:!1,format:Ft.DEPTH_COMPONENT,type:Gt.UNSIGNED_SHORT}),this.dirtyId++,this.dirtyFormat++,this},xi.prototype.enableDepth=function(){return this.depth=!0,this.dirtyId++,this.dirtyFormat++,this},xi.prototype.enableStencil=function(){return this.stencil=!0,this.dirtyId++,this.dirtyFormat++,this},xi.prototype.resize=function(e,t){if(e=Math.ceil(e),t=Math.ceil(t),e!==this.width||t!==this.height){this.width=e,this.height=t,this.dirtyId++,this.dirtySize++;for(var r=0;r-1&&t.textureCacheIds.splice(r,1),delete hr[e],t}}else if(e&&e.textureCacheIds){for(var i=0;ithis.baseTexture.width,o=r+n>this.baseTexture.height;if(a||o){var s=a&&o?"and":"or",l="X: "+t+" + "+i+" = "+(t+i)+" > "+this.baseTexture.width,c="Y: "+r+" + "+n+" = "+(r+n)+" > "+this.baseTexture.height;throw new Error("Texture Error: frame does not fit inside the base Texture dimensions: "+l+" "+s+" 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directly."),i=arguments[0],r=null,t=new wi({width:n,height:a,scaleMode:o,resolution:s})}e.call(this,t,r),this.legacyRenderer=i,this.valid=!0,this.filterFrame=null,this.filterPoolKey=null,this.updateUvs()}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.resize=function(e,t,r){void 0===r&&(r=!0),e=Math.ceil(e),t=Math.ceil(t),this.valid=e>0&&t>0,this._frame.width=this.orig.width=e,this._frame.height=this.orig.height=t,r&&this.baseTexture.resize(e,t),this.updateUvs()},t.prototype.setResolution=function(e){var t=this.baseTexture;t.resolution!==e&&(t.setResolution(e),this.resize(t.width,t.height,!1))},t.create=function(e){return"number"==typeof e&&(e={width:e,height:arguments[1],scaleMode:arguments[2],resolution:arguments[3]}),new t(new wi(e))},t}(Li),Fi=function(e,t,r,i,n,a,o){void 0===r&&(r=!1),void 0===i&&(i=5126),this.buffer=e,this.size=t,this.normalized=r,this.type=i,this.stride=n,this.start=a,this.instance=o};Fi.prototype.destroy=function(){this.buffer=null},Fi.from=function(e,t,r,i,n){return new Fi(e,t,r,i,n)};var Bi=0,Gi=function(e,t,r){void 0===t&&(t=!0),void 0===r&&(r=!1),this.data=e||new Float32Array(1),this._glBuffers={},this._updateID=0,this.index=r,this.static=t,this.id=Bi++,this.disposeRunner=new ai("disposeBuffer",2)};function Yi(e){if(4===e.BYTES_PER_ELEMENT)return e instanceof Float32Array?"Float32Array":e instanceof Uint32Array?"Uint32Array":"Int32Array";if(2===e.BYTES_PER_ELEMENT){if(e instanceof Uint16Array)return"Uint16Array"}else if(1===e.BYTES_PER_ELEMENT&&e instanceof Uint8Array)return"Uint8Array";return null}Gi.prototype.update=function(e){this.data=e||this.data,this._updateID++},Gi.prototype.dispose=function(){this.disposeRunner.run(this,!1)},Gi.prototype.destroy=function(){this.dispose(),this.data=null},Gi.from=function(e){return e instanceof Array&&(e=new Float32Array(e)),new Gi(e)};var Vi={Float32Array:Float32Array,Uint32Array:Uint32Array,Int32Array:Int32Array,Uint8Array:Uint8Array};var Hi={5126:4,5123:2,5121:1},zi=0,qi={Float32Array:Float32Array,Uint32Array:Uint32Array,Int32Array:Int32Array,Uint8Array:Uint8Array,Uint16Array:Uint16Array},Wi=function(e,t){void 0===e&&(e=[]),void 0===t&&(t={}),this.buffers=e,this.indexBuffer=null,this.attributes=t,this.glVertexArrayObjects={},this.id=zi++,this.instanced=!1,this.instanceCount=1,this._size=null,this.disposeRunner=new ai("disposeGeometry",2),this.refCount=0};Wi.prototype.addAttribute=function(e,t,r,i,n,a,o,s){if(void 0===i&&(i=!1),void 0===s&&(s=!1),!t)throw new Error("You must pass a buffer when creating an attribute");t.data||(t instanceof Array&&(t=new Float32Array(t)),t=new Gi(t));var l=e.split("|");if(l.length>1){for(var c=0;c=Pt.WEBGL2&&(r=e.getContext("webgl2",t)),r)this.webGLVersion=2;else if(this.webGLVersion=1,!(r=e.getContext("webgl",t)||e.getContext("experimental-webgl",t)))throw new Error("This browser does not support WebGL. 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r=0;r=1,t.wrapMode=e.wrapMode):(t.mipmap=0,t.wrapMode=Vt.CLAMP),e.resource&&e.resource.style(this.renderer,e,t)||this.setStyle(e,t),t.dirtyStyleId=e.dirtyStyleId)},t.prototype.setStyle=function(e,t){var r=this.gl;t.mipmap&&r.generateMipmap(e.target),r.texParameteri(e.target,r.TEXTURE_WRAP_S,t.wrapMode),r.texParameteri(e.target,r.TEXTURE_WRAP_T,t.wrapMode),t.mipmap?r.texParameteri(e.target,r.TEXTURE_MIN_FILTER,e.scaleMode?r.LINEAR_MIPMAP_LINEAR:r.NEAREST_MIPMAP_NEAREST):r.texParameteri(e.target,r.TEXTURE_MIN_FILTER,e.scaleMode?r.LINEAR:r.NEAREST),r.texParameteri(e.target,r.TEXTURE_MAG_FILTER,e.scaleMode?r.LINEAR:r.NEAREST)},t}(Ii),aa={FilterSystem:Zi,BatchSystem:en,ContextSystem:rn,FramebufferSystem:nn,GeometrySystem:sn,MaskSystem:Vn,StencilSystem:Hn,ProjectionSystem:zn,RenderTextureSystem:Wn,ShaderSystem:Kn,StateSystem:ta,TextureGCSystem:ra,TextureSystem:na},oa=new Mr,sa=function(e){function 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t.prototype.initPlugins=function(e){for(var t in e)this.plugins[t]=new e[t](this)},r.width.get=function(){return this.view.width},r.height.get=function(){return this.view.height},t.prototype.resize=function(e,t){this.screen.width=e,this.screen.height=t,this.view.width=e*this.resolution,this.view.height=t*this.resolution,this.autoDensity&&(this.view.style.width=e+"px",this.view.style.height=t+"px")},t.prototype.generateTexture=function(e,t,r,i){0===(i=i||e.getLocalBounds()).width&&(i.width=1),0===i.height&&(i.height=1);var n=Ui.create(0|i.width,0|i.height,t,r);return oa.tx=-i.x,oa.ty=-i.y,this.render(e,n,!1,oa,!!e.parent),n},t.prototype.destroy=function(e){for(var t in this.plugins)this.plugins[t].destroy(),this.plugins[t]=null;e&&this.view.parentNode&&this.view.parentNode.removeChild(this.view),this.plugins=null,this.type=Lt.UNKNOWN,this.view=null,this.screen=null,this.resolution=0,this.transparent=!1,this.autoDensity=!1,this.blendModes=null,this.options=null,this.preserveDrawingBuffer=!1,this.clearBeforeRender=!1,this._backgroundColor=0,this._backgroundColorRgba=null,this._backgroundColorString=null,this._tempDisplayObjectParent=null,this._lastObjectRendered=null},r.backgroundColor.get=function(){return this._backgroundColor},r.backgroundColor.set=function(e){this._backgroundColor=e,this._backgroundColorString=Zt(e),$t(e,this._backgroundColorRgba)},Object.defineProperties(t.prototype,r),t}(f),la=function(e){function t(r){void 0===r&&(r={}),e.call(this,"WebGL",r),r=this.options,this.type=Lt.WEBGL,this.gl=null,this.CONTEXT_UID=0,this.runners={destroy:new ai("destroy"),contextChange:new ai("contextChange",1),reset:new ai("reset"),update:new ai("update"),postrender:new ai("postrender"),prerender:new ai("prerender"),resize:new ai("resize",2)},this.globalUniforms=new Qi({projectionMatrix:new Mr},!0),this.addSystem(Vn,"mask").addSystem(rn,"context").addSystem(ta,"state").addSystem(Kn,"shader").addSystem(na,"texture").addSystem(sn,"geometry").addSystem(nn,"framebuffer").addSystem(Hn,"stencil").addSystem(zn,"projection").addSystem(ra,"textureGC").addSystem(Zi,"filter").addSystem(Wn,"renderTexture").addSystem(en,"batch"),this.initPlugins(t.__plugins),r.context?this.context.initFromContext(r.context):this.context.initFromOptions({alpha:this.transparent,antialias:r.antialias,premultipliedAlpha:this.transparent&&"notMultiplied"!==this.transparent,stencil:!0,preserveDrawingBuffer:r.preserveDrawingBuffer,powerPreference:this.options.powerPreference}),this.renderingToScreen=!0,Kt(2===this.context.webGLVersion?"WebGL 2":"WebGL 1"),this.resize(this.options.width,this.options.height)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.create=function(e){if(Qt())return new t(e);throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.')},t.prototype.addSystem=function(e,t){t||(t=e.name);var r=new e(this);if(this[t])throw new Error('Whoops! 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this.runners.reset.run(),this},t.prototype.clear=function(){this.framebuffer.bind(),this.framebuffer.clear()},t.prototype.destroy=function(t){this.runners.destroy.run(),e.prototype.destroy.call(this,t),this.gl=null},t.registerPlugin=function(e,r){t.__plugins=t.__plugins||{},t.__plugins[e]=r},t}(sa);function ca(e){return la.create(e)}var _a="attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",da="attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void 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e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t}(Wi),ha=function(){this.textures=[],this.ids=[],this.blend=0,this.textureCount=0,this.start=0,this.size=0,this.type=4},ma=function(e){this.vertices=new ArrayBuffer(e),this.float32View=new Float32Array(this.vertices),this.uint32View=new Uint32Array(this.vertices)};ma.prototype.destroy=function(){this.vertices=null,this.float32View=null,this.uint32View=null};var ga="precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n",Ea=["varying vec2 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e,t,r=this.renderer.gl,i=this.MAX_TEXTURES,n=this.getAttributeBuffer(this.currentSize),a=this.getIndexBuffer(this.currentIndexSize),o=this.elements,s=this.groups,l=n.float32View,c=n.uint32View,_=this.renderer.textureGC.count,d=0,u=0,p=0,h=0,m=s[0],g=-1;m.textureCount=0,m.start=0,m.blend=g;var f,S=++Ti._globalBatch;for(f=0;f=0;_--){var d=c[_],u=this.processInteractive(e,d,r,i,s);if(u){if(!d.parent)continue;s=!1,u&&(e.target&&(i=!1),o=!0)}}return n&&(i&&!e.target&&!t.hitArea&&t.containsPoint&&t.containsPoint(a)&&(o=!0),t.interactive&&(o&&!e.target&&(e.target=t),r&&r(e,t,!!o))),o},t.prototype.onPointerDown=function(e){if(!this.supportsTouchEvents||"touch"!==e.pointerType){var t=this.normalizeToPointerData(e);if(this.autoPreventDefault&&t[0].isNormalized)(e.cancelable||!("cancelable"in e))&&e.preventDefault();for(var r=t.length,i=0;ithis.maxSegments&&(r=this.maxSegments),r}},ka=function(){this.reset()};ka.prototype.clone=function(){var e=new ka;return e.color=this.color,e.alpha=this.alpha,e.texture=this.texture,e.matrix=this.matrix,e.visible=this.visible,e},ka.prototype.reset=function(){this.color=16777215,this.alpha=1,this.texture=Li.WHITE,this.matrix=null,this.visible=!1},ka.prototype.destroy=function(){this.texture=null,this.matrix=null};var Ua=function(e,t,r,i){void 0===t&&(t=null),void 0===r&&(r=null),void 0===i&&(i=null),this.shape=e,this.lineStyle=r,this.fillStyle=t,this.matrix=i,this.type=e.type,this.points=[],this.holes=[]};Ua.prototype.clone=function(){return new Ua(this.shape,this.fillStyle,this.lineStyle,this.matrix)},Ua.prototype.destroy=function(){this.shape=null,this.holes.length=0,this.holes=null,this.points.length=0,this.points=null,this.lineStyle=null,this.fillStyle=null};var Fa={build:function(e){var t,r,i=e.shape,n=e.points,a=i.x,o=i.y;if(n.length=0,e.type===wr.CIRC?(t=i.radius,r=i.radius):(t=i.width,r=i.height),0!==t&&0!==r){var s=Math.floor(30*Math.sqrt(i.radius))||Math.floor(15*Math.sqrt(i.width+i.height));s/=2.3;for(var l=2*Math.PI/s,c=0;c196*m*m?(N=v-R,O=y-C,I=Math.sqrt(N*N+O*O),N/=I,O/=I,N*=m,O*=m,d.push(f-N*x,S-O*x),d.push(f+N*D,S+O*D),d.push(f-N*D*x,S-O*x),p++):(d.push(f+(G-f)*x,S+(Y-S)*x),d.push(f-(G-f)*D,S-(Y-S)*D))}}g=i[2*(u-2)],E=i[2*(u-2)+1],f=i[2*(u-1)],S=i[2*(u-1)+1],v=-(E-S),y=g-f,I=Math.sqrt(v*v+y*y),v/=I,y/=I,v*=m,y*=m,d.push(f-v*x,S-y*x),d.push(f+v*D,S+y*D);for(var H=t.indices,z=0;z=6){for(var o=[],s=0;s0){this.boundsDirty=-1,this.dirty++,this.clearDirty++,this.batchDirty++,this.graphicsData.length=0,this.shapeIndex=0,this.points.length=0,this.colors.length=0,this.uvs.length=0,this.indices.length=0,this.textureIds.length=0;for(var e=0;e0&&(i=za.pop()||new ja,this.batches.push(i)),i.style=u,i.start=h,i.attribStart=m}var g=this.points.length/2;if(0===d)s.holes.length?(this.processHoles(s.holes),Ga.triangulate(s,this)):l.triangulate(s,this);else{Ba(s,this);for(var E=0;E0&&(a=qa.pop()||new ha,this.drawCalls.push(a)),a.start=d,a.size=0,a.textureCount=0,a.type=_),m.touched=1,m._batchEnabled=e,m._id=o,m.wrapMode=10497,a.textures[a.textureCount++]=m,o++)),a.size+=p.size,d+=p.size,l=m._id,this.addColors(i,h.color,h.alpha,p.attribSize),this.addTextureIds(n,l,p.attribSize)}Ti._globalBatch=e;for(var g=this.points,E=new ArrayBuffer(3*g.length*4),f=new Float32Array(E),S=new Uint32Array(E),b=0,T=0;Tt?a+s:t,r=oi?o+l:i;else if(d===wr.CIRC)a=n.x,o=n.y,e=a-(s=n.radius+u/2)t?a+s:t,r=o-(l=n.radius+u/2)i?o+l:i;else if(d===wr.ELIP)a=n.x,o=n.y,e=a-(s=n.width+u/2)t?a+s:t,r=o-(l=n.height+u/2)i?o+l:i;else for(var p=n.points,h=0,m=0,g=0,E=0,f=0,S=0,b=0,T=0,v=0;v+2t?b+f:t,r=(T=(m+o)/2)-(S=(l/s*g+E)/2)i?T+S:i)}else e=0,t=0,r=0,i=0;var y=this.boundsPadding;this._bounds.minX=e-y,this._bounds.maxX=t+y,this._bounds.minY=r-y,this._bounds.maxY=i+y},t.prototype.transformPoints=function(e,t){for(var r=0;r>16)+(65280&t)+((255&t)<<16),r);i-- >0;)e.push(n)},t.prototype.addTextureIds=function(e,t,r){for(;r-- 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Qr,this.currentPath.closeStroke=!1},t.prototype.finishPoly=function(){this.currentPath&&(this.currentPath.points.length>2?(this.drawShape(this.currentPath),this.currentPath=null):this.currentPath.points.length=0)},t.prototype.moveTo=function(e,t){return this.startPoly(),this.currentPath.points[0]=e,this.currentPath.points[1]=t,this},t.prototype.lineTo=function(e,t){this.currentPath||this.moveTo(0,0);var r=this.currentPath.points,i=r[r.length-2],n=r[r.length-1];return i===e&&n===t||r.push(e,t),this},t.prototype._initCurve=function(e,t){void 0===e&&(e=0),void 0===t&&(t=0),this.currentPath?0===this.currentPath.points.length&&(this.currentPath.points=[e,t]):this.moveTo(e,t)},t.prototype.quadraticCurveTo=function(e,t,r,i){this._initCurve();var n=this.currentPath.points;return 0===n.length&&this.moveTo(0,0),$a.curveTo(e,t,r,i,n),this},t.prototype.bezierCurveTo=function(e,t,r,i,n,a){return this._initCurve(),Qa.curveTo(e,t,r,i,n,a,this.currentPath.points),this},t.prototype.arcTo=function(e,t,r,i,n){this._initCurve(e,t);var a=this.currentPath.points,o=Za.curveTo(e,t,r,i,n,a);if(o){var s=o.cx,l=o.cy,c=o.radius,_=o.startAngle,d=o.endAngle,u=o.anticlockwise;this.arc(s,l,c,_,d,u)}return this},t.prototype.arc=function(e,t,r,i,n,a){if(void 0===a&&(a=!1),i===n)return this;if(!a&&n<=i?n+=Ar:a&&i<=n&&(i+=Ar),0===n-i)return this;var o=e+Math.cos(i)*r,s=t+Math.sin(i)*r,l=this.currentPath?this.currentPath.points:null;if(l){var c=Math.abs(l[l.length-2]-o),_=Math.abs(l[l.length-1]-s);c<.001&&_<.001||l.push(o,s)}else this.moveTo(o,s),l=this.currentPath.points;return Za.arc(o,s,e,t,r,i,n,a,l),this},t.prototype.beginFill=function(e,t){return void 0===e&&(e=0),void 0===t&&(t=1),this.beginTextureFill(Li.WHITE,e,t)},t.prototype.beginTextureFill=function(e,t,r,i){void 0===e&&(e=Li.WHITE),void 0===t&&(t=16777215),void 0===r&&(r=1),void 0===i&&(i=null),this.currentPath&&this.startPoly();var n=r>0;return n?(i&&(i=i.clone()).invert(),Object.assign(this._fillStyle,{color:t,alpha:r,texture:e,matrix:i,visible:n})):this._fillStyle.reset(),this},t.prototype.endFill=function(){return this.finishPoly(),this._fillStyle.reset(),this},t.prototype.drawRect=function(e,t,r,i){return this.drawShape(new qr(e,t,r,i))},t.prototype.drawRoundedRect=function(e,t,r,i,n){return this.drawShape(new $r(e,t,r,i,n))},t.prototype.drawCircle=function(e,t,r){return this.drawShape(new Xr(e,t,r))},t.prototype.drawEllipse=function(e,t,r,i){return this.drawShape(new Kr(e,t,r,i))},t.prototype.drawPolygon=function(e){var t=arguments,r=e,i=!0;if(r.points&&(i=r.closeStroke,r=r.points),!Array.isArray(r)){r=new Array(arguments.length);for(var n=0;n>16&255)/255*E,m.tint[1]=(g>>8&255)/255*E,m.tint[2]=(255&g)/255*E,m.tint[3]=E,e.shader.bind(this.shader),e.geometry.bind(t,this.shader),e.state.setState(this.state);for(var 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this._texture},r.texture.set=function(e){this._texture!==e&&(this._texture=e||Li.EMPTY,this._cachedTint=16777215,this._textureID=-1,this._textureTrimmedID=-1,e&&(e.baseTexture.valid?this._onTextureUpdate():e.once("update",this._onTextureUpdate,this)))},Object.defineProperties(t.prototype,r),t}(ti),oo={LINEAR_VERTICAL:0,LINEAR_HORIZONTAL:1},so={align:"left",breakWords:!1,dropShadow:!1,dropShadowAlpha:1,dropShadowAngle:Math.PI/6,dropShadowBlur:0,dropShadowColor:"black",dropShadowDistance:5,fill:"black",fillGradientType:oo.LINEAR_VERTICAL,fillGradientStops:[],fontFamily:"Arial",fontSize:26,fontStyle:"normal",fontVariant:"normal",fontWeight:"normal",letterSpacing:0,lineHeight:0,lineJoin:"miter",miterLimit:10,padding:0,stroke:"black",strokeThickness:0,textBaseline:"alphabetic",trim:!1,whiteSpace:"pre",wordWrap:!1,wordWrapWidth:100,leading:0},lo=["serif","sans-serif","monospace","cursive","fantasy","system-ui"],co=function(e){this.styleID=0,this.reset(),ho(this,e,e)},_o={align:{configurable:!0},breakWords:{configurable:!0},dropShadow:{configurable:!0},dropShadowAlpha:{configurable:!0},dropShadowAngle:{configurable:!0},dropShadowBlur:{configurable:!0},dropShadowColor:{configurable:!0},dropShadowDistance:{configurable:!0},fill:{configurable:!0},fillGradientType:{configurable:!0},fillGradientStops:{configurable:!0},fontFamily:{configurable:!0},fontSize:{configurable:!0},fontStyle:{configurable:!0},fontVariant:{configurable:!0},fontWeight:{configurable:!0},letterSpacing:{configurable:!0},lineHeight:{configurable:!0},leading:{configurable:!0},lineJoin:{configurable:!0},miterLimit:{configurable:!0},padding:{configurable:!0},stroke:{configurable:!0},strokeThickness:{configurable:!0},textBaseline:{configurable:!0},trim:{configurable:!0},whiteSpace:{configurable:!0},wordWrap:{configurable:!0},wordWrapWidth:{configurable:!0}};function uo(e){return"number"==typeof e?Zt(e):("string"==typeof e&&0===e.indexOf("0x")&&(e=e.replace("0x","#")),e)}function po(e){if(Array.isArray(e)){for(var t=0;t=0;r--){var i=t[r].trim();!/([\"\'])[^\'\"]+\1/.test(i)&&lo.indexOf(i)<0&&(i='"'+i+'"'),t[r]=i}return this.fontStyle+" "+this.fontVariant+" "+this.fontWeight+" "+e+" "+t.join(",")},Object.defineProperties(co.prototype,_o);var mo=function(e,t,r,i,n,a,o,s,l){this.text=e,this.style=t,this.width=r,this.height=i,this.lines=n,this.lineWidths=a,this.lineHeight=o,this.maxLineWidth=s,this.fontProperties=l};mo.measureText=function(e,t,r,i){void 0===i&&(i=mo._canvas),r=null==r?t.wordWrap:r;var n=t.toFontString(),a=mo.measureFont(n);0===a.fontSize&&(a.fontSize=t.fontSize,a.ascent=t.fontSize);var o=i.getContext("2d");o.font=n;for(var s=(r?mo.wordWrap(e,t,i):e).split(/(?:\r\n|\r|\n)/),l=new Array(s.length),c=0,_=0;_p)if(""!==a&&(o+=mo.addLine(a),a="",n=0),mo.canBreakWords(g,t.breakWords))for(var b=g.split(""),T=0;Tp&&(o+=mo.addLine(a),u=!1,a="",n=0),a+=v,n+=N}else{a.length>0&&(o+=mo.addLine(a),a="",n=0);var O=m===h.length-1;o+=mo.addLine(g,!O),u=!1,a="",n=0}else S+n>p&&(u=!1,o+=mo.addLine(a),a="",n=0),(a.length>0||!mo.isBreakingSpace(g)||u)&&(a+=g,n+=S)}return o+=mo.addLine(a,!1)},mo.addLine=function(e,t){return void 0===t&&(t=!0),e=mo.trimRight(e),e=t?e+"\n":e},mo.getFromCache=function(e,t,r,i){var n=r[e];if(void 0===n){var a=e.length*t;n=i.measureText(e).width+a,r[e]=n}return n},mo.collapseSpaces=function(e){return"normal"===e||"pre-line"===e},mo.collapseNewlines=function(e){return"normal"===e},mo.trimRight=function(e){if("string"!=typeof e)return"";for(var t=e.length-1;t>=0;t--){var r=e[t];if(!mo.isBreakingSpace(r))break;e=e.slice(0,-1)}return e},mo.isNewline=function(e){return"string"==typeof e&&mo._newlines.indexOf(e.charCodeAt(0))>=0},mo.isBreakingSpace=function(e){return"string"==typeof e&&mo._breakingSpaces.indexOf(e.charCodeAt(0))>=0},mo.tokenize=function(e){var t=[],r="";if("string"!=typeof e)return t;for(var i=0;io;--d){for(var m=0;m<_;m+=4)if(255!==l[u+m]){p=!0;break}if(p)break;u-=_}return t.descent=d-o,t.fontSize=t.ascent+t.descent,mo._fonts[e]=t,t},mo.clearMetrics=function(e){void 0===e&&(e=""),e?delete mo._fonts[e]:mo._fonts={}};var go=document.createElement("canvas");go.width=go.height=10,mo._canvas=go,mo._context=go.getContext("2d"),mo._fonts={},mo.METRICS_STRING="|ÉqÅ",mo.BASELINE_SYMBOL="M",mo.BASELINE_MULTIPLIER=1.4,mo._newlines=[10,13],mo._breakingSpaces=[9,32,8192,8193,8194,8195,8196,8197,8198,8200,8201,8202,8287,12288];var Eo={texture:!0,children:!1,baseTexture:!0},fo=function(e){function t(t,r,i){(i=i||document.createElement("canvas")).width=3,i.height=3;var n=Li.from(i);n.orig=new qr,n.trim=new qr,e.call(this,n),this.canvas=i,this.context=this.canvas.getContext("2d"),this._resolution=E.RESOLUTION,this._autoResolution=!0,this._text=null,this._style=null,this._styleListener=null,this._font="",this.text=t,this.style=r,this.localStyleID=-1}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var r={width:{configurable:!0},height:{configurable:!0},style:{configurable:!0},text:{configurable:!0},resolution:{configurable:!0}};return t.prototype.updateText=function(e){var t=this._style;if(this.localStyleID!==t.styleID&&(this.dirty=!0,this.localStyleID=t.styleID),this.dirty||!e){this._font=this._style.toFontString();var r,i,n=this.context,a=mo.measureText(this._text||" 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bo=function(e){var t=this;this.limiter=new So(E.UPLOADS_PER_FRAME),this.renderer=e,this.uploadHookHelper=null,this.queue=[],this.addHooks=[],this.uploadHooks=[],this.completes=[],this.ticking=!1,this.delayedTick=function(){t.queue&&t.prepareItems()},this.registerFindHook(No),this.registerFindHook(Oo),this.registerFindHook(To),this.registerFindHook(vo),this.registerFindHook(yo),this.registerUploadHook(Ro),this.registerUploadHook(Co)};function To(e,t){var r=!1;if(e&&e._textures&&e._textures.length)for(var i=0;i=0;i--)this.add(e.children[i]);return this},bo.prototype.destroy=function(){this.ticking&&ci.system.remove(this.tick,this),this.ticking=!1,this.addHooks=null,this.uploadHooks=null,this.renderer=null,this.completes=null,this.queue=null,this.limiter=null,this.uploadHookHelper=null};var Io=function(e){function t(t){e.call(this,t),this.uploadHookHelper=this.renderer,this.registerFindHook(Do),this.registerUploadHook(Ao),this.registerUploadHook(xo)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t}(bo);function Ao(e,t){return t instanceof Ti&&(t._glTextures[e.CONTEXT_UID]||e.textureManager.updateTexture(t),!0)}function xo(e,t){return t instanceof ro&&((t.dirty||t.clearDirty||!t._webGL[e.plugins.graphics.CONTEXT_UID])&&e.plugins.graphics.updateGraphics(t),!0)}function Do(e,t){return e instanceof ro&&(t.push(e),!0)}var wo=function(e){this.maxMilliseconds=e,this.frameStart=0};wo.prototype.beginFrame=function(){this.frameStart=Date.now()},wo.prototype.allowedToUpload=function(){return Date.now()-this.frameStart0||t.responseType===e.XHR_RESPONSE_TYPE.BUFFER)?i=200:1223===i&&(i=204),2===(i/100|0)){if(this.xhrType===e.XHR_RESPONSE_TYPE.TEXT)this.data=r,this.type=e.TYPE.TEXT;else if(this.xhrType===e.XHR_RESPONSE_TYPE.JSON)try{this.data=JSON.parse(r),this.type=e.TYPE.JSON}catch(e){return void this.abort("Error trying to parse loaded json: "+e)}else 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e[0]=t[0]*r[0]+t[1]*r[5]+t[2]*r[10]+t[3]*r[15],e[1]=t[0]*r[1]+t[1]*r[6]+t[2]*r[11]+t[3]*r[16],e[2]=t[0]*r[2]+t[1]*r[7]+t[2]*r[12]+t[3]*r[17],e[3]=t[0]*r[3]+t[1]*r[8]+t[2]*r[13]+t[3]*r[18],e[4]=t[0]*r[4]+t[1]*r[9]+t[2]*r[14]+t[3]*r[19]+t[4],e[5]=t[5]*r[0]+t[6]*r[5]+t[7]*r[10]+t[8]*r[15],e[6]=t[5]*r[1]+t[6]*r[6]+t[7]*r[11]+t[8]*r[16],e[7]=t[5]*r[2]+t[6]*r[7]+t[7]*r[12]+t[8]*r[17],e[8]=t[5]*r[3]+t[6]*r[8]+t[7]*r[13]+t[8]*r[18],e[9]=t[5]*r[4]+t[6]*r[9]+t[7]*r[14]+t[8]*r[19]+t[9],e[10]=t[10]*r[0]+t[11]*r[5]+t[12]*r[10]+t[13]*r[15],e[11]=t[10]*r[1]+t[11]*r[6]+t[12]*r[11]+t[13]*r[16],e[12]=t[10]*r[2]+t[11]*r[7]+t[12]*r[12]+t[13]*r[17],e[13]=t[10]*r[3]+t[11]*r[8]+t[12]*r[13]+t[13]*r[18],e[14]=t[10]*r[4]+t[11]*r[9]+t[12]*r[14]+t[13]*r[19]+t[14],e[15]=t[15]*r[0]+t[16]*r[5]+t[17]*r[10]+t[18]*r[15],e[16]=t[15]*r[1]+t[16]*r[6]+t[17]*r[11]+t[18]*r[16],e[17]=t[15]*r[2]+t[16]*r[7]+t[17]*r[12]+t[18]*r[17],e[18]=t[15]*r[3]+t[16]*r[8]+t[17]*r[13]+t[18]*r[18],e[19]=t[15]*r[4]+t[16]*r[9]+t[17]*r[14]+t[18]*r[19]+t[19],e},t.prototype._colorMatrix=function(e){var t=new Float32Array(e);return t[4]/=255,t[9]/=255,t[14]/=255,t[19]/=255,t},t.prototype.brightness=function(e,t){var r=[e,0,0,0,0,0,e,0,0,0,0,0,e,0,0,0,0,0,1,0];this._loadMatrix(r,t)},t.prototype.greyscale=function(e,t){var r=[e,e,e,0,0,e,e,e,0,0,e,e,e,0,0,0,0,0,1,0];this._loadMatrix(r,t)},t.prototype.blackAndWhite=function(e){this._loadMatrix([.3,.6,.1,0,0,.3,.6,.1,0,0,.3,.6,.1,0,0,0,0,0,1,0],e)},t.prototype.hue=function(e,t){e=(e||0)/180*Math.PI;var r=Math.cos(e),i=Math.sin(e),n=1/3,a=(0,Math.sqrt)(n),o=[r+(1-r)*n,n*(1-r)-a*i,n*(1-r)+a*i,0,0,n*(1-r)+a*i,r+n*(1-r),n*(1-r)-a*i,0,0,n*(1-r)-a*i,n*(1-r)+a*i,r+n*(1-r),0,0,0,0,0,1,0];this._loadMatrix(o,t)},t.prototype.contrast=function(e,t){var r=(e||0)+1,i=-.5*(r-1),n=[r,0,0,0,i,0,r,0,0,i,0,0,r,0,i,0,0,0,1,0];this._loadMatrix(n,t)},t.prototype.saturate=function(e,t){void 0===e&&(e=0);var r=2*e/3+1,i=-.5*(r-1),n=[r,i,i,0,0,i,r,i,0,0,i,i,r,0,0,0,0,0,1,0];this._loadMatrix(n,t)},t.prototype.desaturate=function(){this.saturate(-1)},t.prototype.negative=function(e){this._loadMatrix([-1,0,0,1,0,0,-1,0,1,0,0,0,-1,1,0,0,0,0,1,0],e)},t.prototype.sepia=function(e){this._loadMatrix([.393,.7689999,.18899999,0,0,.349,.6859999,.16799999,0,0,.272,.5339999,.13099999,0,0,0,0,0,1,0],e)},t.prototype.technicolor=function(e){this._loadMatrix([1.9125277891456083,-.8545344976951645,-.09155508482755585,0,11.793603434377337,-.3087833385928097,1.7658908555458428,-.10601743074722245,0,-70.35205161461398,-.231103377548616,-.7501899197440212,1.847597816108189,0,30.950940869491138,0,0,0,1,0],e)},t.prototype.polaroid=function(e){this._loadMatrix([1.438,-.062,-.062,0,0,-.122,1.378,-.122,0,0,-.016,-.016,1.483,0,0,0,0,0,1,0],e)},t.prototype.toBGR=function(e){this._loadMatrix([0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0],e)},t.prototype.kodachrome=function(e){this._loadMatrix([1.1285582396593525,-.3967382283601348,-.03992559172921793,0,63.72958762196502,-.16404339962244616,1.0835251566291304,-.05498805115633132,0,24.732407896706203,-.16786010706155763,-.5603416277695248,1.6014850761964943,0,35.62982807460946,0,0,0,1,0],e)},t.prototype.browni=function(e){this._loadMatrix([.5997023498159715,.34553243048391263,-.2708298674538042,0,47.43192855600873,-.037703249837783157,.8609577587992641,.15059552388459913,0,-36.96841498319127,.24113635128153335,-.07441037908422492,.44972182064877153,0,-7.562075277591283,0,0,0,1,0],e)},t.prototype.vintage=function(e){this._loadMatrix([.6279345635605994,.3202183420819367,-.03965408211312453,0,9.651285835294123,.02578397704808868,.6441188644374771,.03259127616149294,0,7.462829176470591,.0466055556782719,-.0851232987247891,.5241648018700465,0,5.159190588235296,0,0,0,1,0],e)},t.prototype.colorTone=function(e,t,r,i,n){var a=((r=r||16770432)>>16&255)/255,o=(r>>8&255)/255,s=(255&r)/255,l=((i=i||3375104)>>16&255)/255,c=(i>>8&255)/255,_=(255&i)/255,d=[.3,.59,.11,0,0,a,o,s,e=e||.2,0,l,c,_,t=t||.15,0,a-l,o-c,s-_,0,0];this._loadMatrix(d,n)},t.prototype.night=function(e,t){var r=[-2*(e=e||.1),-e,0,0,0,-e,0,e,0,0,0,e,2*e,0,0,0,0,0,1,0];this._loadMatrix(r,t)},t.prototype.predator=function(e,t){var r=[11.224130630493164*e,-4.794486999511719*e,-2.8746118545532227*e,0*e,.40342438220977783*e,-3.6330697536468506*e,9.193157196044922*e,-2.951810836791992*e,0*e,-1.316135048866272*e,-3.2184197902679443*e,-4.2375030517578125*e,7.476448059082031*e,0*e,.8044459223747253*e,0,0,0,1,0];this._loadMatrix(r,t)},t.prototype.lsd=function(e){this._loadMatrix([2,-.4,.5,0,0,-.5,2,-.4,0,0,-.4,-.5,3,0,0,0,0,0,1,0],e)},t.prototype.reset=function(){this._loadMatrix([1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0],!1)},r.matrix.get=function(){return this.uniforms.m},r.matrix.set=function(e){this.uniforms.m=e},r.alpha.get=function(){return this.uniforms.uAlpha},r.alpha.set=function(e){this.uniforms.uAlpha=e},Object.defineProperties(t.prototype,r),t}(Ln);ws.prototype.grayscale=ws.prototype.greyscale;var Ms="attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n",Ps="varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n",Ls=function(e){function t(t,r){var i=new Mr;t.renderable=!1,e.call(this,Ms,Ps,{mapSampler:t._texture,filterMatrix:i,scale:{x:1,y:1},rotation:new Float32Array([1,0,0,1])}),this.maskSprite=t,this.maskMatrix=i,null==r&&(r=20),this.scale=new Nr(r,r)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var r={map:{configurable:!0}};return t.prototype.apply=function(e,t,r,i){this.uniforms.filterMatrix=e.calculateSpriteMatrix(this.maskMatrix,this.maskSprite),this.uniforms.scale.x=this.scale.x,this.uniforms.scale.y=this.scale.y;var n=this.maskSprite.transform.worldTransform,a=Math.sqrt(n.a*n.a+n.b*n.b),o=Math.sqrt(n.c*n.c+n.d*n.d);0!==a&&0!==o&&(this.uniforms.rotation[0]=n.a/a,this.uniforms.rotation[1]=n.b/a,this.uniforms.rotation[2]=n.c/o,this.uniforms.rotation[3]=n.d/o),e.applyFilter(this,t,r,i)},r.map.get=function(){return this.uniforms.mapSampler},r.map.set=function(e){this.uniforms.mapSampler=e},Object.defineProperties(t.prototype,r),t}(Ln),ks="\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputPixel;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n",Us='varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputPixel;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it\'s\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n',Fs=function(e){function t(){e.call(this,ks,Us)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t}(Ln),Bs="precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n",Gs=function(e){function t(t,r){void 0===t&&(t=.5),void 0===r&&(r=Math.random()),e.call(this,da,Bs,{uNoise:0,uSeed:0}),this.noise=t,this.seed=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var r={noise:{configurable:!0},seed:{configurable:!0}};return r.noise.get=function(){return this.uniforms.uNoise},r.noise.set=function(e){this.uniforms.uNoise=e},r.seed.get=function(){return this.uniforms.uSeed},r.seed.set=function(e){this.uniforms.uSeed=e},Object.defineProperties(t.prototype,r),t}(Ln),Ys=new Mr;Jr.prototype._cacheAsBitmap=!1,Jr.prototype._cacheData=!1;var Vs=function(){this.textureCacheId=null,this.originalRender=null,this.originalRenderCanvas=null,this.originalCalculateBounds=null,this.originalGetLocalBounds=null,this.originalUpdateTransform=null,this.originalHitTest=null,this.originalDestroy=null,this.originalMask=null,this.originalFilterArea=null,this.sprite=null};Object.defineProperties(Jr.prototype,{cacheAsBitmap:{get:function(){return this._cacheAsBitmap},set:function(e){var t;this._cacheAsBitmap!==e&&(this._cacheAsBitmap=e,e?(this._cacheData||(this._cacheData=new Vs),(t=this._cacheData).originalRender=this.render,t.originalRenderCanvas=this.renderCanvas,t.originalUpdateTransform=this.updateTransform,t.originalCalculateBounds=this.calculateBounds,t.originalGetLocalBounds=this.getLocalBounds,t.originalDestroy=this.destroy,t.originalContainsPoint=this.containsPoint,t.originalMask=this._mask,t.originalFilterArea=this.filterArea,this.render=this._renderCached,this.renderCanvas=this._renderCachedCanvas,this.destroy=this._cacheAsBitmapDestroy):((t=this._cacheData).sprite&&this._destroyCachedDisplayObject(),this.render=t.originalRender,this.renderCanvas=t.originalRenderCanvas,this.calculateBounds=t.originalCalculateBounds,this.getLocalBounds=t.originalGetLocalBounds,this.destroy=t.originalDestroy,this.updateTransform=t.originalUpdateTransform,this.containsPoint=t.originalContainsPoint,this._mask=t.originalMask,this.filterArea=t.originalFilterArea))}}}),Jr.prototype._renderCached=function(e){!this.visible||this.worldAlpha<=0||!this.renderable||(this._initCachedDisplayObject(e),this._cacheData.sprite.transform._worldID=this.transform._worldID,this._cacheData.sprite.worldAlpha=this.worldAlpha,this._cacheData.sprite._render(e))},Jr.prototype._initCachedDisplayObject=function(e){if(!this._cacheData||!this._cacheData.sprite){var t=this.alpha;this.alpha=1,e.batch.flush();var r=this.getLocalBounds().clone();if(this.filters){var i=this.filters[0].padding;r.pad(i)}r.ceil(E.RESOLUTION);var n=e._activeRenderTarget,a=Ui.create(r.width,r.height),o="cacheAsBitmap_"+lr();this._cacheData.textureCacheId=o,Ti.addToCache(a.baseTexture,o),Li.addToCache(a,o);var s=Ys;s.tx=-r.x,s.ty=-r.y,this.transform.worldTransform.identity(),this.render=this._cacheData.originalRender,e.render(this,a,!0,s,!0),e.renderTexture.bind(n),this.render=this._renderCached,this.updateTransform=this.displayObjectUpdateTransform,this.calculateBounds=this._calculateCachedBounds,this.getLocalBounds=this._getCachedLocalBounds,this._mask=null,this.filterArea=null;var l=new ao(a);l.transform.worldTransform=this.transform.worldTransform,l.anchor.x=-r.x/r.width,l.anchor.y=-r.y/r.height,l.alpha=t,l._bounds=this._bounds,this._cacheData.sprite=l,this.transform._parentID=-1,this.parent?this.updateTransform():(this.parent=e._tempDisplayObjectParent,this.updateTransform(),this.parent=null),this.containsPoint=l.containsPoint.bind(l)}},Jr.prototype._renderCachedCanvas=function(e){!this.visible||this.worldAlpha<=0||!this.renderable||(this._initCachedDisplayObjectCanvas(e),this._cacheData.sprite.worldAlpha=this.worldAlpha,this._cacheData.sprite._renderCanvas(e))},Jr.prototype._initCachedDisplayObjectCanvas=function(e){if(!this._cacheData||!this._cacheData.sprite){var t=this.getLocalBounds(),r=this.alpha;this.alpha=1;var i=e.context;t.ceil(E.RESOLUTION);var n=Ui.create(t.width,t.height),a="cacheAsBitmap_"+lr();this._cacheData.textureCacheId=a,Ti.addToCache(n.baseTexture,a),Li.addToCache(n,a);var o=Ys;this.transform.localTransform.copyTo(o),o.invert(),o.tx-=t.x,o.ty-=t.y,this.renderCanvas=this._cacheData.originalRenderCanvas,e.render(this,n,!0,o,!1),e.context=i,this.renderCanvas=this._renderCachedCanvas,this.updateTransform=this.displayObjectUpdateTransform,this.calculateBounds=this._calculateCachedBounds,this.getLocalBounds=this._getCachedLocalBounds,this._mask=null,this.filterArea=null;var s=new ao(n);s.transform.worldTransform=this.transform.worldTransform,s.anchor.x=-t.x/t.width,s.anchor.y=-t.y/t.height,s.alpha=r,s._bounds=this._bounds,this._cacheData.sprite=s,this.transform._parentID=-1,this.parent?this.updateTransform():(this.parent=e._tempDisplayObjectParent,this.updateTransform(),this.parent=null),this.containsPoint=s.containsPoint.bind(s)}},Jr.prototype._calculateCachedBounds=function(){this._bounds.clear(),this._cacheData.sprite.transform._worldID=this.transform._worldID,this._cacheData.sprite._calculateBounds(),this._lastBoundsID=this._boundsID},Jr.prototype._getCachedLocalBounds=function(){return this._cacheData.sprite.getLocalBounds()},Jr.prototype._destroyCachedDisplayObject=function(){this._cacheData.sprite._texture.destroy(!0),this._cacheData.sprite=null,Ti.removeFromCache(this._cacheData.textureCacheId),Li.removeFromCache(this._cacheData.textureCacheId),this._cacheData.textureCacheId=null},Jr.prototype._cacheAsBitmapDestroy=function(e){this.cacheAsBitmap=!1,this.destroy(e)},Jr.prototype.name=null,ti.prototype.getChildByName=function(e){for(var t=0;t>16)+(65280&e)+((255&e)<<16),this._colorDirty=!0)},r.tint.get=function(){return this._tint},t.prototype.update=function(){if(this._colorDirty){this._colorDirty=!1;var e=this.texture.baseTexture;nr(this._tint,this._alpha,this.uniforms.uColor,e.premultiplyAlpha)}this.uvMatrix.update()&&(this.uniforms.uTextureMatrix=this.uvMatrix.mapCoord)},Object.defineProperties(t.prototype,r),t}(Dn),Qs=function(e){function t(t,r,i){e.call(this);var n=new Gi(t),a=new Gi(r,!0),o=new 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audio_play_sound_on audio_play_sound_at audio_stop_sound audio_resume_music audio_music_is_playing audio_resume_sound audio_pause_sound audio_pause_music audio_channel_num audio_sound_length audio_get_type audio_falloff_set_model audio_play_music audio_stop_music audio_master_gain audio_music_gain audio_sound_gain audio_sound_pitch audio_stop_all audio_resume_all audio_pause_all audio_is_playing audio_is_paused audio_exists audio_sound_set_track_position audio_sound_get_track_position audio_emitter_get_gain audio_emitter_get_pitch audio_emitter_get_x audio_emitter_get_y audio_emitter_get_z audio_emitter_get_vx audio_emitter_get_vy audio_emitter_get_vz audio_listener_set_position audio_listener_set_velocity audio_listener_set_orientation audio_listener_get_data audio_set_master_gain audio_get_master_gain audio_sound_get_gain audio_sound_get_pitch audio_get_name audio_sound_set_track_position audio_sound_get_track_position audio_create_stream audio_destroy_stream audio_create_sync_group audio_destroy_sync_group audio_play_in_sync_group audio_start_sync_group audio_stop_sync_group audio_pause_sync_group audio_resume_sync_group audio_sync_group_get_track_pos audio_sync_group_debug audio_sync_group_is_playing audio_debug audio_group_load audio_group_unload audio_group_is_loaded audio_group_load_progress audio_group_name audio_group_stop_all audio_group_set_gain audio_create_buffer_sound audio_free_buffer_sound audio_create_play_queue audio_free_play_queue audio_queue_sound audio_get_recorder_count audio_get_recorder_info audio_start_recording audio_stop_recording audio_sound_get_listener_mask audio_emitter_get_listener_mask audio_get_listener_mask audio_sound_set_listener_mask audio_emitter_set_listener_mask audio_set_listener_mask audio_get_listener_count audio_get_listener_info audio_system show_message show_message_async clickable_add clickable_add_ext clickable_change clickable_change_ext clickable_delete clickable_exists clickable_set_style show_question show_question_async get_integer get_string get_integer_async get_string_async get_login_async get_open_filename get_save_filename get_open_filename_ext get_save_filename_ext show_error highscore_clear highscore_add highscore_value highscore_name draw_highscore sprite_exists sprite_get_name sprite_get_number sprite_get_width sprite_get_height sprite_get_xoffset sprite_get_yoffset sprite_get_bbox_left sprite_get_bbox_right sprite_get_bbox_top sprite_get_bbox_bottom sprite_save sprite_save_strip sprite_set_cache_size sprite_set_cache_size_ext sprite_get_tpe sprite_prefetch sprite_prefetch_multi sprite_flush sprite_flush_multi sprite_set_speed sprite_get_speed_type sprite_get_speed font_exists font_get_name font_get_fontname font_get_bold font_get_italic font_get_first font_get_last font_get_size font_set_cache_size path_exists path_get_name path_get_length path_get_time path_get_kind path_get_closed path_get_precision path_get_number path_get_point_x path_get_point_y path_get_point_speed path_get_x path_get_y path_get_speed script_exists script_get_name timeline_add timeline_delete timeline_clear timeline_exists timeline_get_name timeline_moment_clear timeline_moment_add_script timeline_size timeline_max_moment object_exists object_get_name object_get_sprite object_get_solid object_get_visible object_get_persistent object_get_mask object_get_parent object_get_physics object_is_ancestor room_exists room_get_name sprite_set_offset sprite_duplicate sprite_assign sprite_merge sprite_add sprite_replace sprite_create_from_surface sprite_add_from_surface sprite_delete sprite_set_alpha_from_sprite sprite_collision_mask font_add_enable_aa font_add_get_enable_aa font_add font_add_sprite font_add_sprite_ext font_replace font_replace_sprite font_replace_sprite_ext font_delete path_set_kind path_set_closed path_set_precision path_add path_assign path_duplicate path_append path_delete path_add_point path_insert_point path_change_point path_delete_point path_clear_points path_reverse path_mirror path_flip path_rotate path_rescale path_shift script_execute object_set_sprite object_set_solid object_set_visible object_set_persistent object_set_mask room_set_width room_set_height room_set_persistent room_set_background_colour room_set_background_color room_set_view room_set_viewport room_get_viewport room_set_view_enabled room_add room_duplicate room_assign room_instance_add room_instance_clear room_get_camera room_set_camera asset_get_index asset_get_type file_text_open_from_string file_text_open_read file_text_open_write file_text_open_append file_text_close file_text_write_string file_text_write_real file_text_writeln file_text_read_string file_text_read_real file_text_readln file_text_eof file_text_eoln file_exists file_delete file_rename file_copy directory_exists directory_create directory_destroy file_find_first file_find_next file_find_close file_attributes filename_name filename_path filename_dir filename_drive filename_ext filename_change_ext file_bin_open file_bin_rewrite file_bin_close file_bin_position file_bin_size file_bin_seek file_bin_write_byte file_bin_read_byte parameter_count parameter_string environment_get_variable ini_open_from_string ini_open ini_close ini_read_string ini_read_real ini_write_string ini_write_real ini_key_exists ini_section_exists ini_key_delete ini_section_delete ds_set_precision ds_exists ds_stack_create ds_stack_destroy ds_stack_clear ds_stack_copy ds_stack_size ds_stack_empty ds_stack_push ds_stack_pop ds_stack_top ds_stack_write ds_stack_read ds_queue_create ds_queue_destroy ds_queue_clear ds_queue_copy ds_queue_size ds_queue_empty ds_queue_enqueue ds_queue_dequeue ds_queue_head ds_queue_tail ds_queue_write ds_queue_read ds_list_create ds_list_destroy ds_list_clear ds_list_copy ds_list_size ds_list_empty ds_list_add ds_list_insert ds_list_replace ds_list_delete ds_list_find_index ds_list_find_value ds_list_mark_as_list ds_list_mark_as_map ds_list_sort ds_list_shuffle ds_list_write ds_list_read ds_list_set ds_map_create ds_map_destroy ds_map_clear ds_map_copy ds_map_size ds_map_empty ds_map_add ds_map_add_list ds_map_add_map ds_map_replace ds_map_replace_map ds_map_replace_list ds_map_delete ds_map_exists ds_map_find_value ds_map_find_previous ds_map_find_next ds_map_find_first ds_map_find_last ds_map_write ds_map_read ds_map_secure_save ds_map_secure_load ds_map_secure_load_buffer ds_map_secure_save_buffer ds_map_set ds_priority_create ds_priority_destroy ds_priority_clear ds_priority_copy ds_priority_size ds_priority_empty ds_priority_add ds_priority_change_priority ds_priority_find_priority ds_priority_delete_value ds_priority_delete_min ds_priority_find_min ds_priority_delete_max ds_priority_find_max ds_priority_write ds_priority_read ds_grid_create ds_grid_destroy ds_grid_copy ds_grid_resize ds_grid_width ds_grid_height ds_grid_clear ds_grid_set ds_grid_add ds_grid_multiply ds_grid_set_region ds_grid_add_region ds_grid_multiply_region ds_grid_set_disk ds_grid_add_disk ds_grid_multiply_disk ds_grid_set_grid_region ds_grid_add_grid_region ds_grid_multiply_grid_region ds_grid_get ds_grid_get_sum ds_grid_get_max ds_grid_get_min ds_grid_get_mean ds_grid_get_disk_sum ds_grid_get_disk_min ds_grid_get_disk_max ds_grid_get_disk_mean ds_grid_value_exists ds_grid_value_x ds_grid_value_y ds_grid_value_disk_exists ds_grid_value_disk_x ds_grid_value_disk_y ds_grid_shuffle ds_grid_write ds_grid_read ds_grid_sort ds_grid_set ds_grid_get effect_create_below effect_create_above effect_clear part_type_create part_type_destroy part_type_exists part_type_clear part_type_shape part_type_sprite part_type_size part_type_scale part_type_orientation part_type_life part_type_step part_type_death part_type_speed part_type_direction part_type_gravity part_type_colour1 part_type_colour2 part_type_colour3 part_type_colour_mix part_type_colour_rgb part_type_colour_hsv part_type_color1 part_type_color2 part_type_color3 part_type_color_mix part_type_color_rgb part_type_color_hsv part_type_alpha1 part_type_alpha2 part_type_alpha3 part_type_blend part_system_create part_system_create_layer part_system_destroy part_system_exists part_system_clear part_system_draw_order part_system_depth part_system_position part_system_automatic_update part_system_automatic_draw part_system_update part_system_drawit part_system_get_layer part_system_layer part_particles_create part_particles_create_colour part_particles_create_color part_particles_clear part_particles_count part_emitter_create part_emitter_destroy part_emitter_destroy_all part_emitter_exists part_emitter_clear part_emitter_region part_emitter_burst part_emitter_stream external_call external_define external_free window_handle window_device matrix_get matrix_set matrix_build_identity matrix_build matrix_build_lookat matrix_build_projection_ortho matrix_build_projection_perspective matrix_build_projection_perspective_fov matrix_multiply matrix_transform_vertex matrix_stack_push matrix_stack_pop matrix_stack_multiply matrix_stack_set matrix_stack_clear matrix_stack_top matrix_stack_is_empty browser_input_capture os_get_config os_get_info os_get_language os_get_region os_lock_orientation display_get_dpi_x display_get_dpi_y display_set_gui_size display_set_gui_maximise display_set_gui_maximize device_mouse_dbclick_enable display_set_timing_method display_get_timing_method display_set_sleep_margin display_get_sleep_margin virtual_key_add virtual_key_hide virtual_key_delete virtual_key_show draw_enable_drawevent draw_enable_swf_aa draw_set_swf_aa_level draw_get_swf_aa_level draw_texture_flush draw_flush gpu_set_blendenable gpu_set_ztestenable gpu_set_zfunc gpu_set_zwriteenable gpu_set_lightingenable gpu_set_fog gpu_set_cullmode gpu_set_blendmode gpu_set_blendmode_ext gpu_set_blendmode_ext_sepalpha gpu_set_colorwriteenable gpu_set_colourwriteenable gpu_set_alphatestenable gpu_set_alphatestref gpu_set_alphatestfunc gpu_set_texfilter gpu_set_texfilter_ext gpu_set_texrepeat gpu_set_texrepeat_ext gpu_set_tex_filter gpu_set_tex_filter_ext gpu_set_tex_repeat gpu_set_tex_repeat_ext gpu_set_tex_mip_filter gpu_set_tex_mip_filter_ext gpu_set_tex_mip_bias gpu_set_tex_mip_bias_ext gpu_set_tex_min_mip gpu_set_tex_min_mip_ext gpu_set_tex_max_mip gpu_set_tex_max_mip_ext gpu_set_tex_max_aniso gpu_set_tex_max_aniso_ext gpu_set_tex_mip_enable gpu_set_tex_mip_enable_ext gpu_get_blendenable gpu_get_ztestenable gpu_get_zfunc gpu_get_zwriteenable gpu_get_lightingenable gpu_get_fog gpu_get_cullmode gpu_get_blendmode gpu_get_blendmode_ext gpu_get_blendmode_ext_sepalpha gpu_get_blendmode_src gpu_get_blendmode_dest gpu_get_blendmode_srcalpha gpu_get_blendmode_destalpha gpu_get_colorwriteenable gpu_get_colourwriteenable gpu_get_alphatestenable gpu_get_alphatestref gpu_get_alphatestfunc gpu_get_texfilter gpu_get_texfilter_ext gpu_get_texrepeat gpu_get_texrepeat_ext gpu_get_tex_filter gpu_get_tex_filter_ext gpu_get_tex_repeat gpu_get_tex_repeat_ext gpu_get_tex_mip_filter gpu_get_tex_mip_filter_ext gpu_get_tex_mip_bias gpu_get_tex_mip_bias_ext gpu_get_tex_min_mip gpu_get_tex_min_mip_ext gpu_get_tex_max_mip gpu_get_tex_max_mip_ext gpu_get_tex_max_aniso gpu_get_tex_max_aniso_ext gpu_get_tex_mip_enable gpu_get_tex_mip_enable_ext gpu_push_state gpu_pop_state gpu_get_state gpu_set_state draw_light_define_ambient draw_light_define_direction draw_light_define_point draw_light_enable draw_set_lighting draw_light_get_ambient draw_light_get draw_get_lighting shop_leave_rating url_get_domain url_open url_open_ext url_open_full get_timer achievement_login achievement_logout achievement_post achievement_increment achievement_post_score achievement_available achievement_show_achievements achievement_show_leaderboards achievement_load_friends achievement_load_leaderboard achievement_send_challenge achievement_load_progress achievement_reset achievement_login_status achievement_get_pic achievement_show_challenge_notifications achievement_get_challenges achievement_event achievement_show achievement_get_info cloud_file_save cloud_string_save cloud_synchronise ads_enable ads_disable ads_setup ads_engagement_launch ads_engagement_available ads_engagement_active ads_event ads_event_preload ads_set_reward_callback ads_get_display_height ads_get_display_width ads_move ads_interstitial_available ads_interstitial_display device_get_tilt_x device_get_tilt_y device_get_tilt_z device_is_keypad_open device_mouse_check_button device_mouse_check_button_pressed device_mouse_check_button_released device_mouse_x device_mouse_y device_mouse_raw_x device_mouse_raw_y device_mouse_x_to_gui device_mouse_y_to_gui iap_activate iap_status iap_enumerate_products iap_restore_all iap_acquire iap_consume iap_product_details iap_purchase_details facebook_init facebook_login facebook_status facebook_graph_request facebook_dialog facebook_logout facebook_launch_offerwall facebook_post_message facebook_send_invite facebook_user_id facebook_accesstoken facebook_check_permission facebook_request_read_permissions facebook_request_publish_permissions gamepad_is_supported gamepad_get_device_count gamepad_is_connected gamepad_get_description gamepad_get_button_threshold gamepad_set_button_threshold gamepad_get_axis_deadzone gamepad_set_axis_deadzone gamepad_button_count gamepad_button_check gamepad_button_check_pressed gamepad_button_check_released gamepad_button_value gamepad_axis_count gamepad_axis_value gamepad_set_vibration gamepad_set_colour gamepad_set_color os_is_paused window_has_focus code_is_compiled http_get http_get_file http_post_string http_request json_encode json_decode zip_unzip load_csv base64_encode base64_decode md5_string_unicode md5_string_utf8 md5_file os_is_network_connected sha1_string_unicode sha1_string_utf8 sha1_file os_powersave_enable analytics_event analytics_event_ext win8_livetile_tile_notification win8_livetile_tile_clear win8_livetile_badge_notification win8_livetile_badge_clear win8_livetile_queue_enable win8_secondarytile_pin win8_secondarytile_badge_notification win8_secondarytile_delete win8_livetile_notification_begin win8_livetile_notification_secondary_begin win8_livetile_notification_expiry win8_livetile_notification_tag win8_livetile_notification_text_add win8_livetile_notification_image_add win8_livetile_notification_end win8_appbar_enable win8_appbar_add_element win8_appbar_remove_element win8_settingscharm_add_entry win8_settingscharm_add_html_entry win8_settingscharm_add_xaml_entry win8_settingscharm_set_xaml_property win8_settingscharm_get_xaml_property win8_settingscharm_remove_entry win8_share_image win8_share_screenshot win8_share_file win8_share_url win8_share_text win8_search_enable win8_search_disable win8_search_add_suggestions win8_device_touchscreen_available win8_license_initialize_sandbox win8_license_trial_version winphone_license_trial_version winphone_tile_title winphone_tile_count winphone_tile_back_title winphone_tile_back_content winphone_tile_back_content_wide winphone_tile_front_image winphone_tile_front_image_small winphone_tile_front_image_wide winphone_tile_back_image winphone_tile_back_image_wide winphone_tile_background_colour winphone_tile_background_color winphone_tile_icon_image winphone_tile_small_icon_image winphone_tile_wide_content winphone_tile_cycle_images winphone_tile_small_background_image physics_world_create physics_world_gravity physics_world_update_speed physics_world_update_iterations physics_world_draw_debug physics_pause_enable physics_fixture_create physics_fixture_set_kinematic physics_fixture_set_density physics_fixture_set_awake physics_fixture_set_restitution physics_fixture_set_friction physics_fixture_set_collision_group physics_fixture_set_sensor physics_fixture_set_linear_damping physics_fixture_set_angular_damping physics_fixture_set_circle_shape physics_fixture_set_box_shape physics_fixture_set_edge_shape physics_fixture_set_polygon_shape physics_fixture_set_chain_shape physics_fixture_add_point physics_fixture_bind physics_fixture_bind_ext physics_fixture_delete physics_apply_force physics_apply_impulse physics_apply_angular_impulse physics_apply_local_force physics_apply_local_impulse physics_apply_torque physics_mass_properties physics_draw_debug physics_test_overlap physics_remove_fixture physics_set_friction physics_set_density physics_set_restitution physics_get_friction physics_get_density physics_get_restitution physics_joint_distance_create physics_joint_rope_create physics_joint_revolute_create physics_joint_prismatic_create physics_joint_pulley_create physics_joint_wheel_create physics_joint_weld_create physics_joint_friction_create physics_joint_gear_create physics_joint_enable_motor physics_joint_get_value physics_joint_set_value physics_joint_delete physics_particle_create physics_particle_delete physics_particle_delete_region_circle physics_particle_delete_region_box physics_particle_delete_region_poly physics_particle_set_flags physics_particle_set_category_flags physics_particle_draw physics_particle_draw_ext physics_particle_count physics_particle_get_data physics_particle_get_data_particle physics_particle_group_begin physics_particle_group_circle physics_particle_group_box physics_particle_group_polygon physics_particle_group_add_point physics_particle_group_end physics_particle_group_join physics_particle_group_delete physics_particle_group_count physics_particle_group_get_data physics_particle_group_get_mass physics_particle_group_get_inertia physics_particle_group_get_centre_x physics_particle_group_get_centre_y physics_particle_group_get_vel_x physics_particle_group_get_vel_y physics_particle_group_get_ang_vel physics_particle_group_get_x physics_particle_group_get_y physics_particle_group_get_angle physics_particle_set_group_flags physics_particle_get_group_flags physics_particle_get_max_count physics_particle_get_radius physics_particle_get_density physics_particle_get_damping physics_particle_get_gravity_scale physics_particle_set_max_count physics_particle_set_radius physics_particle_set_density physics_particle_set_damping physics_particle_set_gravity_scale network_create_socket network_create_socket_ext network_create_server network_create_server_raw network_connect network_connect_raw network_send_packet network_send_raw network_send_broadcast network_send_udp network_send_udp_raw network_set_timeout network_set_config network_resolve network_destroy buffer_create buffer_write buffer_read buffer_seek buffer_get_surface buffer_set_surface buffer_delete buffer_exists buffer_get_type buffer_get_alignment buffer_poke buffer_peek buffer_save buffer_save_ext buffer_load buffer_load_ext buffer_load_partial buffer_copy buffer_fill buffer_get_size buffer_tell buffer_resize buffer_md5 buffer_sha1 buffer_base64_encode buffer_base64_decode buffer_base64_decode_ext buffer_sizeof buffer_get_address buffer_create_from_vertex_buffer buffer_create_from_vertex_buffer_ext buffer_copy_from_vertex_buffer buffer_async_group_begin buffer_async_group_option buffer_async_group_end buffer_load_async buffer_save_async gml_release_mode gml_pragma steam_activate_overlay steam_is_overlay_enabled steam_is_overlay_activated steam_get_persona_name steam_initialised steam_is_cloud_enabled_for_app steam_is_cloud_enabled_for_account steam_file_persisted steam_get_quota_total steam_get_quota_free steam_file_write steam_file_write_file steam_file_read steam_file_delete steam_file_exists steam_file_size steam_file_share steam_is_screenshot_requested steam_send_screenshot steam_is_user_logged_on steam_get_user_steam_id steam_user_owns_dlc steam_user_installed_dlc steam_set_achievement steam_get_achievement steam_clear_achievement steam_set_stat_int steam_set_stat_float steam_set_stat_avg_rate steam_get_stat_int steam_get_stat_float steam_get_stat_avg_rate steam_reset_all_stats steam_reset_all_stats_achievements steam_stats_ready steam_create_leaderboard steam_upload_score steam_upload_score_ext steam_download_scores_around_user steam_download_scores steam_download_friends_scores steam_upload_score_buffer steam_upload_score_buffer_ext steam_current_game_language steam_available_languages steam_activate_overlay_browser steam_activate_overlay_user steam_activate_overlay_store steam_get_user_persona_name steam_get_app_id steam_get_user_account_id steam_ugc_download steam_ugc_create_item steam_ugc_start_item_update steam_ugc_set_item_title steam_ugc_set_item_description steam_ugc_set_item_visibility steam_ugc_set_item_tags steam_ugc_set_item_content steam_ugc_set_item_preview steam_ugc_submit_item_update steam_ugc_get_item_update_progress steam_ugc_subscribe_item steam_ugc_unsubscribe_item steam_ugc_num_subscribed_items steam_ugc_get_subscribed_items steam_ugc_get_item_install_info steam_ugc_get_item_update_info steam_ugc_request_item_details steam_ugc_create_query_user steam_ugc_create_query_user_ex steam_ugc_create_query_all steam_ugc_create_query_all_ex steam_ugc_query_set_cloud_filename_filter steam_ugc_query_set_match_any_tag steam_ugc_query_set_search_text steam_ugc_query_set_ranked_by_trend_days steam_ugc_query_add_required_tag steam_ugc_query_add_excluded_tag steam_ugc_query_set_return_long_description steam_ugc_query_set_return_total_only steam_ugc_query_set_allow_cached_response steam_ugc_send_query shader_set shader_get_name shader_reset shader_current shader_is_compiled shader_get_sampler_index shader_get_uniform shader_set_uniform_i shader_set_uniform_i_array shader_set_uniform_f shader_set_uniform_f_array shader_set_uniform_matrix shader_set_uniform_matrix_array shader_enable_corner_id texture_set_stage texture_get_texel_width texture_get_texel_height shaders_are_supported vertex_format_begin vertex_format_end vertex_format_delete vertex_format_add_position vertex_format_add_position_3d vertex_format_add_colour vertex_format_add_color vertex_format_add_normal vertex_format_add_texcoord vertex_format_add_textcoord 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SYSRES_CONST_ADMINISTRATION_HISTORY_GRANTING_PRIVILEGE_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_GRANTING_RIGHTS_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_GRANTING_RIGHTS_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_IS_MAIN_SERVER_CHANGED_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_IS_MAIN_SERVER_CHANGED_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_IS_PUBLIC_CHANGED_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_IS_PUBLIC_CHANGED_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_REMOVING_FILTERER_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_REMOVING_FILTERER_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_REMOVING_FILTERER_RESTRICTION_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_REMOVING_FILTERER_RESTRICTION_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_REMOVING_PRIVILEGE_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_REMOVING_PRIVILEGE_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_REMOVING_RIGHTS_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_REMOVING_RIGHTS_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_SERVER_LOGIN_CREATION SYSRES_CONST_ADMINISTRATION_HISTORY_SERVER_LOGIN_CREATION_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_SERVER_LOGIN_DELETION SYSRES_CONST_ADMINISTRATION_HISTORY_SERVER_LOGIN_DELETION_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_CATEGORY_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_CATEGORY_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_COMP_TITLE_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_COMP_TITLE_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_FULL_NAME_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_FULL_NAME_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_GROUP_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_GROUP_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_PARENT_GROUP_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_PARENT_GROUP_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_USER_AUTH_TYPE_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_USER_AUTH_TYPE_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_USER_LOGIN_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_USER_LOGIN_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_USER_STATUS_ACTION SYSRES_CONST_ADMINISTRATION_HISTORY_UPDATING_USER_STATUS_ACTION_CODE SYSRES_CONST_ADMINISTRATION_HISTORY_USER_PASSWORD_CHANGE SYSRES_CONST_ADMINISTRATION_HISTORY_USER_PASSWORD_CHANGE_ACTION SYSRES_CONST_ALL_ACCEPT_CONDITION_RUS SYSRES_CONST_ALL_USERS_GROUP SYSRES_CONST_ALL_USERS_GROUP_NAME SYSRES_CONST_ALL_USERS_SERVER_GROUP_NAME SYSRES_CONST_ALLOWED_ACCESS_TYPE_CODE SYSRES_CONST_ALLOWED_ACCESS_TYPE_NAME SYSRES_CONST_APP_VIEWER_TYPE_REQUISITE_CODE SYSRES_CONST_APPROVING_SIGNATURE_NAME SYSRES_CONST_APPROVING_SIGNATURE_REQUISITE_CODE SYSRES_CONST_ASSISTANT_SUBSTITUE_TYPE SYSRES_CONST_ASSISTANT_SUBSTITUE_TYPE_CODE SYSRES_CONST_ATTACH_TYPE_COMPONENT_TOKEN SYSRES_CONST_ATTACH_TYPE_DOC SYSRES_CONST_ATTACH_TYPE_EDOC SYSRES_CONST_ATTACH_TYPE_FOLDER SYSRES_CONST_ATTACH_TYPE_JOB SYSRES_CONST_ATTACH_TYPE_REFERENCE SYSRES_CONST_ATTACH_TYPE_TASK SYSRES_CONST_AUTH_ENCODED_PASSWORD SYSRES_CONST_AUTH_ENCODED_PASSWORD_CODE SYSRES_CONST_AUTH_NOVELL SYSRES_CONST_AUTH_PASSWORD SYSRES_CONST_AUTH_PASSWORD_CODE SYSRES_CONST_AUTH_WINDOWS SYSRES_CONST_AUTHENTICATING_SIGNATURE_NAME SYSRES_CONST_AUTHENTICATING_SIGNATURE_REQUISITE_CODE SYSRES_CONST_AUTO_ENUM_METHOD_FLAG SYSRES_CONST_AUTO_NUMERATION_CODE SYSRES_CONST_AUTO_STRONG_ENUM_METHOD_FLAG SYSRES_CONST_AUTOTEXT_NAME_REQUISITE_CODE SYSRES_CONST_AUTOTEXT_TEXT_REQUISITE_CODE SYSRES_CONST_AUTOTEXT_USAGE_ALL SYSRES_CONST_AUTOTEXT_USAGE_ALL_CODE SYSRES_CONST_AUTOTEXT_USAGE_SIGN SYSRES_CONST_AUTOTEXT_USAGE_SIGN_CODE SYSRES_CONST_AUTOTEXT_USAGE_WORK SYSRES_CONST_AUTOTEXT_USAGE_WORK_CODE SYSRES_CONST_AUTOTEXT_USE_ANYWHERE_CODE SYSRES_CONST_AUTOTEXT_USE_ON_SIGNING_CODE SYSRES_CONST_AUTOTEXT_USE_ON_WORK_CODE SYSRES_CONST_BEGIN_DATE_REQUISITE_CODE SYSRES_CONST_BLACK_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_BLUE_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_BTN_PART SYSRES_CONST_CALCULATED_ROLE_TYPE_CODE SYSRES_CONST_CALL_TYPE_VARIABLE_BUTTON_VALUE SYSRES_CONST_CALL_TYPE_VARIABLE_PROGRAM_VALUE SYSRES_CONST_CANCEL_MESSAGE_FUNCTION_RESULT SYSRES_CONST_CARD_PART SYSRES_CONST_CARD_REFERENCE_MODE_NAME SYSRES_CONST_CERTIFICATE_TYPE_REQUISITE_ENCRYPT_VALUE SYSRES_CONST_CERTIFICATE_TYPE_REQUISITE_SIGN_AND_ENCRYPT_VALUE SYSRES_CONST_CERTIFICATE_TYPE_REQUISITE_SIGN_VALUE SYSRES_CONST_CHECK_PARAM_VALUE_DATE_PARAM_TYPE SYSRES_CONST_CHECK_PARAM_VALUE_FLOAT_PARAM_TYPE SYSRES_CONST_CHECK_PARAM_VALUE_INTEGER_PARAM_TYPE SYSRES_CONST_CHECK_PARAM_VALUE_PICK_PARAM_TYPE SYSRES_CONST_CHECK_PARAM_VALUE_REEFRENCE_PARAM_TYPE SYSRES_CONST_CLOSED_RECORD_FLAG_VALUE_FEMININE SYSRES_CONST_CLOSED_RECORD_FLAG_VALUE_MASCULINE SYSRES_CONST_CODE_COMPONENT_TYPE_ADMIN SYSRES_CONST_CODE_COMPONENT_TYPE_DEVELOPER SYSRES_CONST_CODE_COMPONENT_TYPE_DOCS SYSRES_CONST_CODE_COMPONENT_TYPE_EDOC_CARDS SYSRES_CONST_CODE_COMPONENT_TYPE_EXTERNAL_EXECUTABLE SYSRES_CONST_CODE_COMPONENT_TYPE_OTHER SYSRES_CONST_CODE_COMPONENT_TYPE_REFERENCE SYSRES_CONST_CODE_COMPONENT_TYPE_REPORT SYSRES_CONST_CODE_COMPONENT_TYPE_SCRIPT SYSRES_CONST_CODE_COMPONENT_TYPE_URL SYSRES_CONST_CODE_REQUISITE_ACCESS SYSRES_CONST_CODE_REQUISITE_CODE SYSRES_CONST_CODE_REQUISITE_COMPONENT SYSRES_CONST_CODE_REQUISITE_DESCRIPTION SYSRES_CONST_CODE_REQUISITE_EXCLUDE_COMPONENT SYSRES_CONST_CODE_REQUISITE_RECORD SYSRES_CONST_COMMENT_REQ_CODE SYSRES_CONST_COMMON_SETTINGS_REQUISITE_CODE SYSRES_CONST_COMP_CODE_GRD SYSRES_CONST_COMPONENT_GROUP_TYPE_REQUISITE_CODE SYSRES_CONST_COMPONENT_TYPE_ADMIN_COMPONENTS SYSRES_CONST_COMPONENT_TYPE_DEVELOPER_COMPONENTS SYSRES_CONST_COMPONENT_TYPE_DOCS SYSRES_CONST_COMPONENT_TYPE_EDOC_CARDS SYSRES_CONST_COMPONENT_TYPE_EDOCS SYSRES_CONST_COMPONENT_TYPE_EXTERNAL_EXECUTABLE SYSRES_CONST_COMPONENT_TYPE_OTHER SYSRES_CONST_COMPONENT_TYPE_REFERENCE_TYPES SYSRES_CONST_COMPONENT_TYPE_REFERENCES SYSRES_CONST_COMPONENT_TYPE_REPORTS SYSRES_CONST_COMPONENT_TYPE_SCRIPTS SYSRES_CONST_COMPONENT_TYPE_URL SYSRES_CONST_COMPONENTS_REMOTE_SERVERS_VIEW_CODE SYSRES_CONST_CONDITION_BLOCK_DESCRIPTION SYSRES_CONST_CONST_FIRM_STATUS_COMMON SYSRES_CONST_CONST_FIRM_STATUS_INDIVIDUAL SYSRES_CONST_CONST_NEGATIVE_VALUE SYSRES_CONST_CONST_POSITIVE_VALUE SYSRES_CONST_CONST_SERVER_STATUS_DONT_REPLICATE SYSRES_CONST_CONST_SERVER_STATUS_REPLICATE SYSRES_CONST_CONTENTS_REQUISITE_CODE SYSRES_CONST_DATA_TYPE_BOOLEAN SYSRES_CONST_DATA_TYPE_DATE SYSRES_CONST_DATA_TYPE_FLOAT SYSRES_CONST_DATA_TYPE_INTEGER SYSRES_CONST_DATA_TYPE_PICK SYSRES_CONST_DATA_TYPE_REFERENCE SYSRES_CONST_DATA_TYPE_STRING SYSRES_CONST_DATA_TYPE_TEXT SYSRES_CONST_DATA_TYPE_VARIANT SYSRES_CONST_DATE_CLOSE_REQ_CODE SYSRES_CONST_DATE_FORMAT_DATE_ONLY_CHAR SYSRES_CONST_DATE_OPEN_REQ_CODE SYSRES_CONST_DATE_REQUISITE SYSRES_CONST_DATE_REQUISITE_CODE SYSRES_CONST_DATE_REQUISITE_NAME SYSRES_CONST_DATE_REQUISITE_TYPE SYSRES_CONST_DATE_TYPE_CHAR SYSRES_CONST_DATETIME_FORMAT_VALUE SYSRES_CONST_DEA_ACCESS_RIGHTS_ACTION_CODE SYSRES_CONST_DESCRIPTION_LOCALIZE_ID_REQUISITE_CODE SYSRES_CONST_DESCRIPTION_REQUISITE_CODE SYSRES_CONST_DET1_PART SYSRES_CONST_DET2_PART SYSRES_CONST_DET3_PART SYSRES_CONST_DET4_PART SYSRES_CONST_DET5_PART SYSRES_CONST_DET6_PART SYSRES_CONST_DETAIL_DATASET_KEY_REQUISITE_CODE SYSRES_CONST_DETAIL_PICK_REQUISITE_CODE SYSRES_CONST_DETAIL_REQ_CODE SYSRES_CONST_DO_NOT_USE_ACCESS_TYPE_CODE SYSRES_CONST_DO_NOT_USE_ACCESS_TYPE_NAME SYSRES_CONST_DO_NOT_USE_ON_VIEW_ACCESS_TYPE_CODE SYSRES_CONST_DO_NOT_USE_ON_VIEW_ACCESS_TYPE_NAME SYSRES_CONST_DOCUMENT_STORAGES_CODE SYSRES_CONST_DOCUMENT_TEMPLATES_TYPE_NAME SYSRES_CONST_DOUBLE_REQUISITE_CODE SYSRES_CONST_EDITOR_CLOSE_FILE_OBSERV_TYPE_CODE SYSRES_CONST_EDITOR_CLOSE_PROCESS_OBSERV_TYPE_CODE SYSRES_CONST_EDITOR_TYPE_REQUISITE_CODE SYSRES_CONST_EDITORS_APPLICATION_NAME_REQUISITE_CODE SYSRES_CONST_EDITORS_CREATE_SEVERAL_PROCESSES_REQUISITE_CODE SYSRES_CONST_EDITORS_EXTENSION_REQUISITE_CODE SYSRES_CONST_EDITORS_OBSERVER_BY_PROCESS_TYPE SYSRES_CONST_EDITORS_REFERENCE_CODE SYSRES_CONST_EDITORS_REPLACE_SPEC_CHARS_REQUISITE_CODE SYSRES_CONST_EDITORS_USE_PLUGINS_REQUISITE_CODE SYSRES_CONST_EDITORS_VIEW_DOCUMENT_OPENED_TO_EDIT_CODE SYSRES_CONST_EDOC_CARD_TYPE_REQUISITE_CODE SYSRES_CONST_EDOC_CARD_TYPES_LINK_REQUISITE_CODE SYSRES_CONST_EDOC_CERTIFICATE_AND_PASSWORD_ENCODE_CODE SYSRES_CONST_EDOC_CERTIFICATE_ENCODE_CODE SYSRES_CONST_EDOC_DATE_REQUISITE_CODE SYSRES_CONST_EDOC_KIND_REFERENCE_CODE SYSRES_CONST_EDOC_KINDS_BY_TEMPLATE_ACTION_CODE SYSRES_CONST_EDOC_MANAGE_ACCESS_CODE SYSRES_CONST_EDOC_NONE_ENCODE_CODE SYSRES_CONST_EDOC_NUMBER_REQUISITE_CODE SYSRES_CONST_EDOC_PASSWORD_ENCODE_CODE SYSRES_CONST_EDOC_READONLY_ACCESS_CODE SYSRES_CONST_EDOC_SHELL_LIFE_TYPE_VIEW_VALUE SYSRES_CONST_EDOC_SIZE_RESTRICTION_PRIORITY_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_CHECK_ACCESS_RIGHTS_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_COMPUTER_NAME_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_DATABASE_NAME_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_EDIT_IN_STORAGE_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_LOCAL_PATH_REQUISITE_CODE SYSRES_CONST_EDOC_STORAGE_SHARED_SOURCE_NAME_REQUISITE_CODE SYSRES_CONST_EDOC_TEMPLATE_REQUISITE_CODE SYSRES_CONST_EDOC_TYPES_REFERENCE_CODE SYSRES_CONST_EDOC_VERSION_ACTIVE_STAGE_CODE SYSRES_CONST_EDOC_VERSION_DESIGN_STAGE_CODE SYSRES_CONST_EDOC_VERSION_OBSOLETE_STAGE_CODE SYSRES_CONST_EDOC_WRITE_ACCES_CODE SYSRES_CONST_EDOCUMENT_CARD_REQUISITES_REFERENCE_CODE_SELECTED_REQUISITE SYSRES_CONST_ENCODE_CERTIFICATE_TYPE_CODE SYSRES_CONST_END_DATE_REQUISITE_CODE SYSRES_CONST_ENUMERATION_TYPE_REQUISITE_CODE SYSRES_CONST_EXECUTE_ACCESS_RIGHTS_TYPE_CODE SYSRES_CONST_EXECUTIVE_FILE_STORAGE_TYPE SYSRES_CONST_EXIST_CONST SYSRES_CONST_EXIST_VALUE SYSRES_CONST_EXPORT_LOCK_TYPE_ASK SYSRES_CONST_EXPORT_LOCK_TYPE_WITH_LOCK SYSRES_CONST_EXPORT_LOCK_TYPE_WITHOUT_LOCK SYSRES_CONST_EXPORT_VERSION_TYPE_ASK SYSRES_CONST_EXPORT_VERSION_TYPE_LAST SYSRES_CONST_EXPORT_VERSION_TYPE_LAST_ACTIVE SYSRES_CONST_EXTENSION_REQUISITE_CODE SYSRES_CONST_FILTER_NAME_REQUISITE_CODE SYSRES_CONST_FILTER_REQUISITE_CODE SYSRES_CONST_FILTER_TYPE_COMMON_CODE SYSRES_CONST_FILTER_TYPE_COMMON_NAME SYSRES_CONST_FILTER_TYPE_USER_CODE SYSRES_CONST_FILTER_TYPE_USER_NAME SYSRES_CONST_FILTER_VALUE_REQUISITE_NAME SYSRES_CONST_FLOAT_NUMBER_FORMAT_CHAR SYSRES_CONST_FLOAT_REQUISITE_TYPE SYSRES_CONST_FOLDER_AUTHOR_VALUE SYSRES_CONST_FOLDER_KIND_ANY_OBJECTS SYSRES_CONST_FOLDER_KIND_COMPONENTS SYSRES_CONST_FOLDER_KIND_EDOCS SYSRES_CONST_FOLDER_KIND_JOBS SYSRES_CONST_FOLDER_KIND_TASKS SYSRES_CONST_FOLDER_TYPE_COMMON SYSRES_CONST_FOLDER_TYPE_COMPONENT SYSRES_CONST_FOLDER_TYPE_FAVORITES SYSRES_CONST_FOLDER_TYPE_INBOX SYSRES_CONST_FOLDER_TYPE_OUTBOX SYSRES_CONST_FOLDER_TYPE_QUICK_LAUNCH SYSRES_CONST_FOLDER_TYPE_SEARCH SYSRES_CONST_FOLDER_TYPE_SHORTCUTS SYSRES_CONST_FOLDER_TYPE_USER SYSRES_CONST_FROM_DICTIONARY_ENUM_METHOD_FLAG SYSRES_CONST_FULL_SUBSTITUTE_TYPE SYSRES_CONST_FULL_SUBSTITUTE_TYPE_CODE SYSRES_CONST_FUNCTION_CANCEL_RESULT SYSRES_CONST_FUNCTION_CATEGORY_SYSTEM SYSRES_CONST_FUNCTION_CATEGORY_USER SYSRES_CONST_FUNCTION_FAILURE_RESULT SYSRES_CONST_FUNCTION_SAVE_RESULT SYSRES_CONST_GENERATED_REQUISITE SYSRES_CONST_GREEN_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_GROUP_ACCOUNT_TYPE_VALUE_CODE SYSRES_CONST_GROUP_CATEGORY_NORMAL_CODE SYSRES_CONST_GROUP_CATEGORY_NORMAL_NAME SYSRES_CONST_GROUP_CATEGORY_SERVICE_CODE SYSRES_CONST_GROUP_CATEGORY_SERVICE_NAME SYSRES_CONST_GROUP_COMMON_CATEGORY_FIELD_VALUE SYSRES_CONST_GROUP_FULL_NAME_REQUISITE_CODE SYSRES_CONST_GROUP_NAME_REQUISITE_CODE SYSRES_CONST_GROUP_RIGHTS_T_REQUISITE_CODE SYSRES_CONST_GROUP_SERVER_CODES_REQUISITE_CODE SYSRES_CONST_GROUP_SERVER_NAME_REQUISITE_CODE SYSRES_CONST_GROUP_SERVICE_CATEGORY_FIELD_VALUE SYSRES_CONST_GROUP_USER_REQUISITE_CODE SYSRES_CONST_GROUPS_REFERENCE_CODE SYSRES_CONST_GROUPS_REQUISITE_CODE SYSRES_CONST_HIDDEN_MODE_NAME SYSRES_CONST_HIGH_LVL_REQUISITE_CODE SYSRES_CONST_HISTORY_ACTION_CREATE_CODE SYSRES_CONST_HISTORY_ACTION_DELETE_CODE SYSRES_CONST_HISTORY_ACTION_EDIT_CODE SYSRES_CONST_HOUR_CHAR SYSRES_CONST_ID_REQUISITE_CODE SYSRES_CONST_IDSPS_REQUISITE_CODE SYSRES_CONST_IMAGE_MODE_COLOR SYSRES_CONST_IMAGE_MODE_GREYSCALE SYSRES_CONST_IMAGE_MODE_MONOCHROME SYSRES_CONST_IMPORTANCE_HIGH SYSRES_CONST_IMPORTANCE_LOW SYSRES_CONST_IMPORTANCE_NORMAL SYSRES_CONST_IN_DESIGN_VERSION_STATE_PICK_VALUE SYSRES_CONST_INCOMING_WORK_RULE_TYPE_CODE SYSRES_CONST_INT_REQUISITE SYSRES_CONST_INT_REQUISITE_TYPE SYSRES_CONST_INTEGER_NUMBER_FORMAT_CHAR SYSRES_CONST_INTEGER_TYPE_CHAR SYSRES_CONST_IS_GENERATED_REQUISITE_NEGATIVE_VALUE SYSRES_CONST_IS_PUBLIC_ROLE_REQUISITE_CODE SYSRES_CONST_IS_REMOTE_USER_NEGATIVE_VALUE SYSRES_CONST_IS_REMOTE_USER_POSITIVE_VALUE SYSRES_CONST_IS_STORED_REQUISITE_NEGATIVE_VALUE SYSRES_CONST_IS_STORED_REQUISITE_STORED_VALUE SYSRES_CONST_ITALIC_LIFE_CYCLE_STAGE_DRAW_STYLE SYSRES_CONST_JOB_BLOCK_DESCRIPTION SYSRES_CONST_JOB_KIND_CONTROL_JOB SYSRES_CONST_JOB_KIND_JOB SYSRES_CONST_JOB_KIND_NOTICE SYSRES_CONST_JOB_STATE_ABORTED SYSRES_CONST_JOB_STATE_COMPLETE SYSRES_CONST_JOB_STATE_WORKING SYSRES_CONST_KIND_REQUISITE_CODE SYSRES_CONST_KIND_REQUISITE_NAME SYSRES_CONST_KINDS_CREATE_SHADOW_COPIES_REQUISITE_CODE SYSRES_CONST_KINDS_DEFAULT_EDOC_LIFE_STAGE_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_ALL_TEPLATES_ALLOWED_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_ALLOW_LIFE_CYCLE_STAGE_CHANGING_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_ALLOW_MULTIPLE_ACTIVE_VERSIONS_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_SHARE_ACCES_RIGHTS_BY_DEFAULT_CODE SYSRES_CONST_KINDS_EDOC_TEMPLATE_REQUISITE_CODE SYSRES_CONST_KINDS_EDOC_TYPE_REQUISITE_CODE SYSRES_CONST_KINDS_SIGNERS_REQUISITES_CODE SYSRES_CONST_KOD_INPUT_TYPE SYSRES_CONST_LAST_UPDATE_DATE_REQUISITE_CODE SYSRES_CONST_LIFE_CYCLE_START_STAGE_REQUISITE_CODE SYSRES_CONST_LILAC_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_LINK_OBJECT_KIND_COMPONENT SYSRES_CONST_LINK_OBJECT_KIND_DOCUMENT SYSRES_CONST_LINK_OBJECT_KIND_EDOC SYSRES_CONST_LINK_OBJECT_KIND_FOLDER SYSRES_CONST_LINK_OBJECT_KIND_JOB SYSRES_CONST_LINK_OBJECT_KIND_REFERENCE SYSRES_CONST_LINK_OBJECT_KIND_TASK SYSRES_CONST_LINK_REF_TYPE_REQUISITE_CODE SYSRES_CONST_LIST_REFERENCE_MODE_NAME SYSRES_CONST_LOCALIZATION_DICTIONARY_MAIN_VIEW_CODE SYSRES_CONST_MAIN_VIEW_CODE SYSRES_CONST_MANUAL_ENUM_METHOD_FLAG SYSRES_CONST_MASTER_COMP_TYPE_REQUISITE_CODE SYSRES_CONST_MASTER_TABLE_REC_ID_REQUISITE_CODE SYSRES_CONST_MAXIMIZED_MODE_NAME SYSRES_CONST_ME_VALUE SYSRES_CONST_MESSAGE_ATTENTION_CAPTION SYSRES_CONST_MESSAGE_CONFIRMATION_CAPTION SYSRES_CONST_MESSAGE_ERROR_CAPTION SYSRES_CONST_MESSAGE_INFORMATION_CAPTION SYSRES_CONST_MINIMIZED_MODE_NAME SYSRES_CONST_MINUTE_CHAR SYSRES_CONST_MODULE_REQUISITE_CODE SYSRES_CONST_MONITORING_BLOCK_DESCRIPTION SYSRES_CONST_MONTH_FORMAT_VALUE SYSRES_CONST_NAME_LOCALIZE_ID_REQUISITE_CODE SYSRES_CONST_NAME_REQUISITE_CODE SYSRES_CONST_NAME_SINGULAR_REQUISITE_CODE SYSRES_CONST_NAMEAN_INPUT_TYPE SYSRES_CONST_NEGATIVE_PICK_VALUE SYSRES_CONST_NEGATIVE_VALUE SYSRES_CONST_NO SYSRES_CONST_NO_PICK_VALUE SYSRES_CONST_NO_SIGNATURE_REQUISITE_CODE SYSRES_CONST_NO_VALUE SYSRES_CONST_NONE_ACCESS_RIGHTS_TYPE_CODE SYSRES_CONST_NONOPERATING_RECORD_FLAG_VALUE SYSRES_CONST_NONOPERATING_RECORD_FLAG_VALUE_MASCULINE SYSRES_CONST_NORMAL_ACCESS_RIGHTS_TYPE_CODE SYSRES_CONST_NORMAL_LIFE_CYCLE_STAGE_DRAW_STYLE SYSRES_CONST_NORMAL_MODE_NAME SYSRES_CONST_NOT_ALLOWED_ACCESS_TYPE_CODE SYSRES_CONST_NOT_ALLOWED_ACCESS_TYPE_NAME SYSRES_CONST_NOTE_REQUISITE_CODE SYSRES_CONST_NOTICE_BLOCK_DESCRIPTION SYSRES_CONST_NUM_REQUISITE SYSRES_CONST_NUM_STR_REQUISITE_CODE SYSRES_CONST_NUMERATION_AUTO_NOT_STRONG SYSRES_CONST_NUMERATION_AUTO_STRONG SYSRES_CONST_NUMERATION_FROM_DICTONARY SYSRES_CONST_NUMERATION_MANUAL SYSRES_CONST_NUMERIC_TYPE_CHAR SYSRES_CONST_NUMREQ_REQUISITE_CODE SYSRES_CONST_OBSOLETE_VERSION_STATE_PICK_VALUE SYSRES_CONST_OPERATING_RECORD_FLAG_VALUE SYSRES_CONST_OPERATING_RECORD_FLAG_VALUE_CODE SYSRES_CONST_OPERATING_RECORD_FLAG_VALUE_FEMININE SYSRES_CONST_OPERATING_RECORD_FLAG_VALUE_MASCULINE SYSRES_CONST_OPTIONAL_FORM_COMP_REQCODE_PREFIX SYSRES_CONST_ORANGE_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_ORIGINALREF_REQUISITE_CODE SYSRES_CONST_OURFIRM_REF_CODE SYSRES_CONST_OURFIRM_REQUISITE_CODE SYSRES_CONST_OURFIRM_VAR SYSRES_CONST_OUTGOING_WORK_RULE_TYPE_CODE SYSRES_CONST_PICK_NEGATIVE_RESULT SYSRES_CONST_PICK_POSITIVE_RESULT SYSRES_CONST_PICK_REQUISITE SYSRES_CONST_PICK_REQUISITE_TYPE SYSRES_CONST_PICK_TYPE_CHAR SYSRES_CONST_PLAN_STATUS_REQUISITE_CODE SYSRES_CONST_PLATFORM_VERSION_COMMENT SYSRES_CONST_PLUGINS_SETTINGS_DESCRIPTION_REQUISITE_CODE SYSRES_CONST_POSITIVE_PICK_VALUE SYSRES_CONST_POWER_TO_CREATE_ACTION_CODE SYSRES_CONST_POWER_TO_SIGN_ACTION_CODE SYSRES_CONST_PRIORITY_REQUISITE_CODE SYSRES_CONST_QUALIFIED_TASK_TYPE SYSRES_CONST_QUALIFIED_TASK_TYPE_CODE SYSRES_CONST_RECSTAT_REQUISITE_CODE SYSRES_CONST_RED_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_REF_ID_T_REF_TYPE_REQUISITE_CODE SYSRES_CONST_REF_REQUISITE SYSRES_CONST_REF_REQUISITE_TYPE SYSRES_CONST_REF_REQUISITES_REFERENCE_CODE_SELECTED_REQUISITE SYSRES_CONST_REFERENCE_RECORD_HISTORY_CREATE_ACTION_CODE SYSRES_CONST_REFERENCE_RECORD_HISTORY_DELETE_ACTION_CODE SYSRES_CONST_REFERENCE_RECORD_HISTORY_MODIFY_ACTION_CODE SYSRES_CONST_REFERENCE_TYPE_CHAR SYSRES_CONST_REFERENCE_TYPE_REQUISITE_NAME SYSRES_CONST_REFERENCES_ADD_PARAMS_REQUISITE_CODE SYSRES_CONST_REFERENCES_DISPLAY_REQUISITE_REQUISITE_CODE SYSRES_CONST_REMOTE_SERVER_STATUS_WORKING SYSRES_CONST_REMOTE_SERVER_TYPE_MAIN SYSRES_CONST_REMOTE_SERVER_TYPE_SECONDARY SYSRES_CONST_REMOTE_USER_FLAG_VALUE_CODE SYSRES_CONST_REPORT_APP_EDITOR_INTERNAL SYSRES_CONST_REPORT_BASE_REPORT_ID_REQUISITE_CODE SYSRES_CONST_REPORT_BASE_REPORT_REQUISITE_CODE SYSRES_CONST_REPORT_SCRIPT_REQUISITE_CODE SYSRES_CONST_REPORT_TEMPLATE_REQUISITE_CODE SYSRES_CONST_REPORT_VIEWER_CODE_REQUISITE_CODE SYSRES_CONST_REQ_ALLOW_COMPONENT_DEFAULT_VALUE SYSRES_CONST_REQ_ALLOW_RECORD_DEFAULT_VALUE SYSRES_CONST_REQ_ALLOW_SERVER_COMPONENT_DEFAULT_VALUE SYSRES_CONST_REQ_MODE_AVAILABLE_CODE SYSRES_CONST_REQ_MODE_EDIT_CODE SYSRES_CONST_REQ_MODE_HIDDEN_CODE SYSRES_CONST_REQ_MODE_NOT_AVAILABLE_CODE SYSRES_CONST_REQ_MODE_VIEW_CODE SYSRES_CONST_REQ_NUMBER_REQUISITE_CODE SYSRES_CONST_REQ_SECTION_VALUE SYSRES_CONST_REQ_TYPE_VALUE SYSRES_CONST_REQUISITE_FORMAT_BY_UNIT SYSRES_CONST_REQUISITE_FORMAT_DATE_FULL SYSRES_CONST_REQUISITE_FORMAT_DATE_TIME SYSRES_CONST_REQUISITE_FORMAT_LEFT SYSRES_CONST_REQUISITE_FORMAT_RIGHT SYSRES_CONST_REQUISITE_FORMAT_WITHOUT_UNIT SYSRES_CONST_REQUISITE_NUMBER_REQUISITE_CODE SYSRES_CONST_REQUISITE_SECTION_ACTIONS SYSRES_CONST_REQUISITE_SECTION_BUTTON SYSRES_CONST_REQUISITE_SECTION_BUTTONS SYSRES_CONST_REQUISITE_SECTION_CARD SYSRES_CONST_REQUISITE_SECTION_TABLE SYSRES_CONST_REQUISITE_SECTION_TABLE10 SYSRES_CONST_REQUISITE_SECTION_TABLE11 SYSRES_CONST_REQUISITE_SECTION_TABLE12 SYSRES_CONST_REQUISITE_SECTION_TABLE13 SYSRES_CONST_REQUISITE_SECTION_TABLE14 SYSRES_CONST_REQUISITE_SECTION_TABLE15 SYSRES_CONST_REQUISITE_SECTION_TABLE16 SYSRES_CONST_REQUISITE_SECTION_TABLE17 SYSRES_CONST_REQUISITE_SECTION_TABLE18 SYSRES_CONST_REQUISITE_SECTION_TABLE19 SYSRES_CONST_REQUISITE_SECTION_TABLE2 SYSRES_CONST_REQUISITE_SECTION_TABLE20 SYSRES_CONST_REQUISITE_SECTION_TABLE21 SYSRES_CONST_REQUISITE_SECTION_TABLE22 SYSRES_CONST_REQUISITE_SECTION_TABLE23 SYSRES_CONST_REQUISITE_SECTION_TABLE24 SYSRES_CONST_REQUISITE_SECTION_TABLE3 SYSRES_CONST_REQUISITE_SECTION_TABLE4 SYSRES_CONST_REQUISITE_SECTION_TABLE5 SYSRES_CONST_REQUISITE_SECTION_TABLE6 SYSRES_CONST_REQUISITE_SECTION_TABLE7 SYSRES_CONST_REQUISITE_SECTION_TABLE8 SYSRES_CONST_REQUISITE_SECTION_TABLE9 SYSRES_CONST_REQUISITES_PSEUDOREFERENCE_REQUISITE_NUMBER_REQUISITE_CODE SYSRES_CONST_RIGHT_ALIGNMENT_CODE SYSRES_CONST_ROLES_REFERENCE_CODE SYSRES_CONST_ROUTE_STEP_AFTER_RUS SYSRES_CONST_ROUTE_STEP_AND_CONDITION_RUS SYSRES_CONST_ROUTE_STEP_OR_CONDITION_RUS SYSRES_CONST_ROUTE_TYPE_COMPLEX SYSRES_CONST_ROUTE_TYPE_PARALLEL SYSRES_CONST_ROUTE_TYPE_SERIAL SYSRES_CONST_SBDATASETDESC_NEGATIVE_VALUE SYSRES_CONST_SBDATASETDESC_POSITIVE_VALUE SYSRES_CONST_SBVIEWSDESC_POSITIVE_VALUE SYSRES_CONST_SCRIPT_BLOCK_DESCRIPTION SYSRES_CONST_SEARCH_BY_TEXT_REQUISITE_CODE SYSRES_CONST_SEARCHES_COMPONENT_CONTENT SYSRES_CONST_SEARCHES_CRITERIA_ACTION_NAME SYSRES_CONST_SEARCHES_EDOC_CONTENT SYSRES_CONST_SEARCHES_FOLDER_CONTENT SYSRES_CONST_SEARCHES_JOB_CONTENT SYSRES_CONST_SEARCHES_REFERENCE_CODE SYSRES_CONST_SEARCHES_TASK_CONTENT SYSRES_CONST_SECOND_CHAR SYSRES_CONST_SECTION_REQUISITE_ACTIONS_VALUE SYSRES_CONST_SECTION_REQUISITE_CARD_VALUE SYSRES_CONST_SECTION_REQUISITE_CODE SYSRES_CONST_SECTION_REQUISITE_DETAIL_1_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_2_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_3_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_4_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_5_VALUE SYSRES_CONST_SECTION_REQUISITE_DETAIL_6_VALUE SYSRES_CONST_SELECT_REFERENCE_MODE_NAME SYSRES_CONST_SELECT_TYPE_SELECTABLE SYSRES_CONST_SELECT_TYPE_SELECTABLE_ONLY_CHILD SYSRES_CONST_SELECT_TYPE_SELECTABLE_WITH_CHILD SYSRES_CONST_SELECT_TYPE_UNSLECTABLE SYSRES_CONST_SERVER_TYPE_MAIN SYSRES_CONST_SERVICE_USER_CATEGORY_FIELD_VALUE SYSRES_CONST_SETTINGS_USER_REQUISITE_CODE SYSRES_CONST_SIGNATURE_AND_ENCODE_CERTIFICATE_TYPE_CODE SYSRES_CONST_SIGNATURE_CERTIFICATE_TYPE_CODE SYSRES_CONST_SINGULAR_TITLE_REQUISITE_CODE SYSRES_CONST_SQL_SERVER_AUTHENTIFICATION_FLAG_VALUE_CODE SYSRES_CONST_SQL_SERVER_ENCODE_AUTHENTIFICATION_FLAG_VALUE_CODE SYSRES_CONST_STANDART_ROUTE_REFERENCE_CODE SYSRES_CONST_STANDART_ROUTE_REFERENCE_COMMENT_REQUISITE_CODE SYSRES_CONST_STANDART_ROUTES_GROUPS_REFERENCE_CODE SYSRES_CONST_STATE_REQ_NAME SYSRES_CONST_STATE_REQUISITE_ACTIVE_VALUE SYSRES_CONST_STATE_REQUISITE_CLOSED_VALUE SYSRES_CONST_STATE_REQUISITE_CODE SYSRES_CONST_STATIC_ROLE_TYPE_CODE SYSRES_CONST_STATUS_PLAN_DEFAULT_VALUE SYSRES_CONST_STATUS_VALUE_AUTOCLEANING SYSRES_CONST_STATUS_VALUE_BLUE_SQUARE SYSRES_CONST_STATUS_VALUE_COMPLETE SYSRES_CONST_STATUS_VALUE_GREEN_SQUARE SYSRES_CONST_STATUS_VALUE_ORANGE_SQUARE SYSRES_CONST_STATUS_VALUE_PURPLE_SQUARE SYSRES_CONST_STATUS_VALUE_RED_SQUARE SYSRES_CONST_STATUS_VALUE_SUSPEND SYSRES_CONST_STATUS_VALUE_YELLOW_SQUARE SYSRES_CONST_STDROUTE_SHOW_TO_USERS_REQUISITE_CODE SYSRES_CONST_STORAGE_TYPE_FILE SYSRES_CONST_STORAGE_TYPE_SQL_SERVER SYSRES_CONST_STR_REQUISITE SYSRES_CONST_STRIKEOUT_LIFE_CYCLE_STAGE_DRAW_STYLE SYSRES_CONST_STRING_FORMAT_LEFT_ALIGN_CHAR SYSRES_CONST_STRING_FORMAT_RIGHT_ALIGN_CHAR SYSRES_CONST_STRING_REQUISITE_CODE SYSRES_CONST_STRING_REQUISITE_TYPE SYSRES_CONST_STRING_TYPE_CHAR SYSRES_CONST_SUBSTITUTES_PSEUDOREFERENCE_CODE SYSRES_CONST_SUBTASK_BLOCK_DESCRIPTION SYSRES_CONST_SYSTEM_SETTING_CURRENT_USER_PARAM_VALUE SYSRES_CONST_SYSTEM_SETTING_EMPTY_VALUE_PARAM_VALUE SYSRES_CONST_SYSTEM_VERSION_COMMENT SYSRES_CONST_TASK_ACCESS_TYPE_ALL SYSRES_CONST_TASK_ACCESS_TYPE_ALL_MEMBERS SYSRES_CONST_TASK_ACCESS_TYPE_MANUAL SYSRES_CONST_TASK_ENCODE_TYPE_CERTIFICATION SYSRES_CONST_TASK_ENCODE_TYPE_CERTIFICATION_AND_PASSWORD SYSRES_CONST_TASK_ENCODE_TYPE_NONE SYSRES_CONST_TASK_ENCODE_TYPE_PASSWORD SYSRES_CONST_TASK_ROUTE_ALL_CONDITION SYSRES_CONST_TASK_ROUTE_AND_CONDITION SYSRES_CONST_TASK_ROUTE_OR_CONDITION SYSRES_CONST_TASK_STATE_ABORTED SYSRES_CONST_TASK_STATE_COMPLETE SYSRES_CONST_TASK_STATE_CONTINUED SYSRES_CONST_TASK_STATE_CONTROL SYSRES_CONST_TASK_STATE_INIT SYSRES_CONST_TASK_STATE_WORKING SYSRES_CONST_TASK_TITLE SYSRES_CONST_TASK_TYPES_GROUPS_REFERENCE_CODE SYSRES_CONST_TASK_TYPES_REFERENCE_CODE SYSRES_CONST_TEMPLATES_REFERENCE_CODE SYSRES_CONST_TEST_DATE_REQUISITE_NAME SYSRES_CONST_TEST_DEV_DATABASE_NAME SYSRES_CONST_TEST_DEV_SYSTEM_CODE SYSRES_CONST_TEST_EDMS_DATABASE_NAME SYSRES_CONST_TEST_EDMS_MAIN_CODE SYSRES_CONST_TEST_EDMS_MAIN_DB_NAME SYSRES_CONST_TEST_EDMS_SECOND_CODE SYSRES_CONST_TEST_EDMS_SECOND_DB_NAME SYSRES_CONST_TEST_EDMS_SYSTEM_CODE SYSRES_CONST_TEST_NUMERIC_REQUISITE_NAME SYSRES_CONST_TEXT_REQUISITE SYSRES_CONST_TEXT_REQUISITE_CODE SYSRES_CONST_TEXT_REQUISITE_TYPE SYSRES_CONST_TEXT_TYPE_CHAR SYSRES_CONST_TYPE_CODE_REQUISITE_CODE SYSRES_CONST_TYPE_REQUISITE_CODE SYSRES_CONST_UNDEFINED_LIFE_CYCLE_STAGE_FONT_COLOR SYSRES_CONST_UNITS_SECTION_ID_REQUISITE_CODE SYSRES_CONST_UNITS_SECTION_REQUISITE_CODE SYSRES_CONST_UNOPERATING_RECORD_FLAG_VALUE_CODE SYSRES_CONST_UNSTORED_DATA_REQUISITE_CODE SYSRES_CONST_UNSTORED_DATA_REQUISITE_NAME SYSRES_CONST_USE_ACCESS_TYPE_CODE SYSRES_CONST_USE_ACCESS_TYPE_NAME SYSRES_CONST_USER_ACCOUNT_TYPE_VALUE_CODE SYSRES_CONST_USER_ADDITIONAL_INFORMATION_REQUISITE_CODE SYSRES_CONST_USER_AND_GROUP_ID_FROM_PSEUDOREFERENCE_REQUISITE_CODE SYSRES_CONST_USER_CATEGORY_NORMAL SYSRES_CONST_USER_CERTIFICATE_REQUISITE_CODE SYSRES_CONST_USER_CERTIFICATE_STATE_REQUISITE_CODE SYSRES_CONST_USER_CERTIFICATE_SUBJECT_NAME_REQUISITE_CODE SYSRES_CONST_USER_CERTIFICATE_THUMBPRINT_REQUISITE_CODE SYSRES_CONST_USER_COMMON_CATEGORY SYSRES_CONST_USER_COMMON_CATEGORY_CODE SYSRES_CONST_USER_FULL_NAME_REQUISITE_CODE SYSRES_CONST_USER_GROUP_TYPE_REQUISITE_CODE SYSRES_CONST_USER_LOGIN_REQUISITE_CODE SYSRES_CONST_USER_REMOTE_CONTROLLER_REQUISITE_CODE SYSRES_CONST_USER_REMOTE_SYSTEM_REQUISITE_CODE SYSRES_CONST_USER_RIGHTS_T_REQUISITE_CODE SYSRES_CONST_USER_SERVER_NAME_REQUISITE_CODE SYSRES_CONST_USER_SERVICE_CATEGORY SYSRES_CONST_USER_SERVICE_CATEGORY_CODE SYSRES_CONST_USER_STATUS_ADMINISTRATOR_CODE SYSRES_CONST_USER_STATUS_ADMINISTRATOR_NAME SYSRES_CONST_USER_STATUS_DEVELOPER_CODE SYSRES_CONST_USER_STATUS_DEVELOPER_NAME SYSRES_CONST_USER_STATUS_DISABLED_CODE SYSRES_CONST_USER_STATUS_DISABLED_NAME SYSRES_CONST_USER_STATUS_SYSTEM_DEVELOPER_CODE SYSRES_CONST_USER_STATUS_USER_CODE SYSRES_CONST_USER_STATUS_USER_NAME SYSRES_CONST_USER_STATUS_USER_NAME_DEPRECATED SYSRES_CONST_USER_TYPE_FIELD_VALUE_USER SYSRES_CONST_USER_TYPE_REQUISITE_CODE SYSRES_CONST_USERS_CONTROLLER_REQUISITE_CODE SYSRES_CONST_USERS_IS_MAIN_SERVER_REQUISITE_CODE SYSRES_CONST_USERS_REFERENCE_CODE SYSRES_CONST_USERS_REGISTRATION_CERTIFICATES_ACTION_NAME SYSRES_CONST_USERS_REQUISITE_CODE SYSRES_CONST_USERS_SYSTEM_REQUISITE_CODE SYSRES_CONST_USERS_USER_ACCESS_RIGHTS_TYPR_REQUISITE_CODE SYSRES_CONST_USERS_USER_AUTHENTICATION_REQUISITE_CODE SYSRES_CONST_USERS_USER_COMPONENT_REQUISITE_CODE SYSRES_CONST_USERS_USER_GROUP_REQUISITE_CODE SYSRES_CONST_USERS_VIEW_CERTIFICATES_ACTION_NAME SYSRES_CONST_VIEW_DEFAULT_CODE SYSRES_CONST_VIEW_DEFAULT_NAME SYSRES_CONST_VIEWER_REQUISITE_CODE SYSRES_CONST_WAITING_BLOCK_DESCRIPTION SYSRES_CONST_WIZARD_FORM_LABEL_TEST_STRING SYSRES_CONST_WIZARD_QUERY_PARAM_HEIGHT_ETALON_STRING SYSRES_CONST_WIZARD_REFERENCE_COMMENT_REQUISITE_CODE SYSRES_CONST_WORK_RULES_DESCRIPTION_REQUISITE_CODE SYSRES_CONST_WORK_TIME_CALENDAR_REFERENCE_CODE SYSRES_CONST_WORK_WORKFLOW_HARD_ROUTE_TYPE_VALUE SYSRES_CONST_WORK_WORKFLOW_HARD_ROUTE_TYPE_VALUE_CODE SYSRES_CONST_WORK_WORKFLOW_HARD_ROUTE_TYPE_VALUE_CODE_RUS SYSRES_CONST_WORK_WORKFLOW_SOFT_ROUTE_TYPE_VALUE_CODE_RUS SYSRES_CONST_WORKFLOW_ROUTE_TYPR_HARD SYSRES_CONST_WORKFLOW_ROUTE_TYPR_SOFT SYSRES_CONST_XML_ENCODING SYSRES_CONST_XREC_STAT_REQUISITE_CODE SYSRES_CONST_XRECID_FIELD_NAME SYSRES_CONST_YES SYSRES_CONST_YES_NO_2_REQUISITE_CODE SYSRES_CONST_YES_NO_REQUISITE_CODE SYSRES_CONST_YES_NO_T_REF_TYPE_REQUISITE_CODE SYSRES_CONST_YES_PICK_VALUE SYSRES_CONST_YES_VALUE CR FALSE nil NO_VALUE NULL TAB TRUE YES_VALUE ADMINISTRATORS_GROUP_NAME CUSTOMIZERS_GROUP_NAME DEVELOPERS_GROUP_NAME SERVICE_USERS_GROUP_NAME DECISION_BLOCK_FIRST_OPERAND_PROPERTY DECISION_BLOCK_NAME_PROPERTY DECISION_BLOCK_OPERATION_PROPERTY DECISION_BLOCK_RESULT_TYPE_PROPERTY DECISION_BLOCK_SECOND_OPERAND_PROPERTY ANY_FILE_EXTENTION COMPRESSED_DOCUMENT_EXTENSION EXTENDED_DOCUMENT_EXTENSION SHORT_COMPRESSED_DOCUMENT_EXTENSION SHORT_EXTENDED_DOCUMENT_EXTENSION JOB_BLOCK_ABORT_DEADLINE_PROPERTY JOB_BLOCK_AFTER_FINISH_EVENT JOB_BLOCK_AFTER_QUERY_PARAMETERS_EVENT JOB_BLOCK_ATTACHMENT_PROPERTY JOB_BLOCK_ATTACHMENTS_RIGHTS_GROUP_PROPERTY JOB_BLOCK_ATTACHMENTS_RIGHTS_TYPE_PROPERTY JOB_BLOCK_BEFORE_QUERY_PARAMETERS_EVENT JOB_BLOCK_BEFORE_START_EVENT JOB_BLOCK_CREATED_JOBS_PROPERTY JOB_BLOCK_DEADLINE_PROPERTY JOB_BLOCK_EXECUTION_RESULTS_PROPERTY JOB_BLOCK_IS_PARALLEL_PROPERTY JOB_BLOCK_IS_RELATIVE_ABORT_DEADLINE_PROPERTY JOB_BLOCK_IS_RELATIVE_DEADLINE_PROPERTY JOB_BLOCK_JOB_TEXT_PROPERTY JOB_BLOCK_NAME_PROPERTY JOB_BLOCK_NEED_SIGN_ON_PERFORM_PROPERTY JOB_BLOCK_PERFORMER_PROPERTY JOB_BLOCK_RELATIVE_ABORT_DEADLINE_TYPE_PROPERTY JOB_BLOCK_RELATIVE_DEADLINE_TYPE_PROPERTY JOB_BLOCK_SUBJECT_PROPERTY ENGLISH_LANGUAGE_CODE RUSSIAN_LANGUAGE_CODE smHidden smMaximized smMinimized smNormal wmNo wmYes COMPONENT_TOKEN_LINK_KIND DOCUMENT_LINK_KIND EDOCUMENT_LINK_KIND FOLDER_LINK_KIND JOB_LINK_KIND REFERENCE_LINK_KIND TASK_LINK_KIND COMPONENT_TOKEN_LOCK_TYPE EDOCUMENT_VERSION_LOCK_TYPE MONITOR_BLOCK_AFTER_FINISH_EVENT MONITOR_BLOCK_BEFORE_START_EVENT MONITOR_BLOCK_DEADLINE_PROPERTY MONITOR_BLOCK_INTERVAL_PROPERTY MONITOR_BLOCK_INTERVAL_TYPE_PROPERTY MONITOR_BLOCK_IS_RELATIVE_DEADLINE_PROPERTY MONITOR_BLOCK_NAME_PROPERTY MONITOR_BLOCK_RELATIVE_DEADLINE_TYPE_PROPERTY MONITOR_BLOCK_SEARCH_SCRIPT_PROPERTY NOTICE_BLOCK_AFTER_FINISH_EVENT NOTICE_BLOCK_ATTACHMENT_PROPERTY NOTICE_BLOCK_ATTACHMENTS_RIGHTS_GROUP_PROPERTY NOTICE_BLOCK_ATTACHMENTS_RIGHTS_TYPE_PROPERTY NOTICE_BLOCK_BEFORE_START_EVENT NOTICE_BLOCK_CREATED_NOTICES_PROPERTY NOTICE_BLOCK_DEADLINE_PROPERTY NOTICE_BLOCK_IS_RELATIVE_DEADLINE_PROPERTY NOTICE_BLOCK_NAME_PROPERTY NOTICE_BLOCK_NOTICE_TEXT_PROPERTY NOTICE_BLOCK_PERFORMER_PROPERTY NOTICE_BLOCK_RELATIVE_DEADLINE_TYPE_PROPERTY NOTICE_BLOCK_SUBJECT_PROPERTY dseAfterCancel dseAfterClose dseAfterDelete dseAfterDeleteOutOfTransaction dseAfterInsert dseAfterOpen dseAfterScroll dseAfterUpdate dseAfterUpdateOutOfTransaction dseBeforeCancel dseBeforeClose dseBeforeDelete dseBeforeDetailUpdate dseBeforeInsert dseBeforeOpen dseBeforeUpdate dseOnAnyRequisiteChange dseOnCloseRecord dseOnDeleteError dseOnOpenRecord dseOnPrepareUpdate dseOnUpdateError dseOnUpdateRatifiedRecord dseOnValidDelete dseOnValidUpdate reOnChange reOnChangeValues SELECTION_BEGIN_ROUTE_EVENT SELECTION_END_ROUTE_EVENT CURRENT_PERIOD_IS_REQUIRED PREVIOUS_CARD_TYPE_NAME SHOW_RECORD_PROPERTIES_FORM ACCESS_RIGHTS_SETTING_DIALOG_CODE ADMINISTRATOR_USER_CODE ANALYTIC_REPORT_TYPE asrtHideLocal asrtHideRemote CALCULATED_ROLE_TYPE_CODE COMPONENTS_REFERENCE_DEVELOPER_VIEW_CODE DCTS_TEST_PROTOCOLS_FOLDER_PATH E_EDOC_VERSION_ALREADY_APPROVINGLY_SIGNED E_EDOC_VERSION_ALREADY_APPROVINGLY_SIGNED_BY_USER E_EDOC_VERSION_ALREDY_SIGNED E_EDOC_VERSION_ALREDY_SIGNED_BY_USER EDOC_TYPES_CODE_REQUISITE_FIELD_NAME EDOCUMENTS_ALIAS_NAME FILES_FOLDER_PATH FILTER_OPERANDS_DELIMITER FILTER_OPERATIONS_DELIMITER FORMCARD_NAME FORMLIST_NAME GET_EXTENDED_DOCUMENT_EXTENSION_CREATION_MODE GET_EXTENDED_DOCUMENT_EXTENSION_IMPORT_MODE INTEGRATED_REPORT_TYPE IS_BUILDER_APPLICATION_ROLE IS_BUILDER_APPLICATION_ROLE2 IS_BUILDER_USERS ISBSYSDEV LOG_FOLDER_PATH mbCancel mbNo mbNoToAll mbOK mbYes mbYesToAll MEMORY_DATASET_DESRIPTIONS_FILENAME mrNo mrNoToAll mrYes mrYesToAll MULTIPLE_SELECT_DIALOG_CODE NONOPERATING_RECORD_FLAG_FEMININE NONOPERATING_RECORD_FLAG_MASCULINE OPERATING_RECORD_FLAG_FEMININE OPERATING_RECORD_FLAG_MASCULINE PROFILING_SETTINGS_COMMON_SETTINGS_CODE_VALUE PROGRAM_INITIATED_LOOKUP_ACTION ratDelete ratEdit ratInsert REPORT_TYPE REQUIRED_PICK_VALUES_VARIABLE rmCard rmList SBRTE_PROGID_DEV SBRTE_PROGID_RELEASE STATIC_ROLE_TYPE_CODE SUPPRESS_EMPTY_TEMPLATE_CREATION SYSTEM_USER_CODE UPDATE_DIALOG_DATASET USED_IN_OBJECT_HINT_PARAM USER_INITIATED_LOOKUP_ACTION USER_NAME_FORMAT USER_SELECTION_RESTRICTIONS WORKFLOW_TEST_PROTOCOLS_FOLDER_PATH ELS_SUBTYPE_CONTROL_NAME ELS_FOLDER_KIND_CONTROL_NAME REPEAT_PROCESS_CURRENT_OBJECT_EXCEPTION_NAME PRIVILEGE_COMPONENT_FULL_ACCESS PRIVILEGE_DEVELOPMENT_EXPORT PRIVILEGE_DEVELOPMENT_IMPORT PRIVILEGE_DOCUMENT_DELETE PRIVILEGE_ESD PRIVILEGE_FOLDER_DELETE PRIVILEGE_MANAGE_ACCESS_RIGHTS PRIVILEGE_MANAGE_REPLICATION PRIVILEGE_MANAGE_SESSION_SERVER PRIVILEGE_OBJECT_FULL_ACCESS PRIVILEGE_OBJECT_VIEW PRIVILEGE_RESERVE_LICENSE PRIVILEGE_SYSTEM_CUSTOMIZE PRIVILEGE_SYSTEM_DEVELOP PRIVILEGE_SYSTEM_INSTALL PRIVILEGE_TASK_DELETE PRIVILEGE_USER_PLUGIN_SETTINGS_CUSTOMIZE PRIVILEGES_PSEUDOREFERENCE_CODE ACCESS_TYPES_PSEUDOREFERENCE_CODE ALL_AVAILABLE_COMPONENTS_PSEUDOREFERENCE_CODE ALL_AVAILABLE_PRIVILEGES_PSEUDOREFERENCE_CODE ALL_REPLICATE_COMPONENTS_PSEUDOREFERENCE_CODE AVAILABLE_DEVELOPERS_COMPONENTS_PSEUDOREFERENCE_CODE COMPONENTS_PSEUDOREFERENCE_CODE FILTRATER_SETTINGS_CONFLICTS_PSEUDOREFERENCE_CODE GROUPS_PSEUDOREFERENCE_CODE RECEIVE_PROTOCOL_PSEUDOREFERENCE_CODE REFERENCE_REQUISITE_PSEUDOREFERENCE_CODE REFERENCE_REQUISITES_PSEUDOREFERENCE_CODE REFTYPES_PSEUDOREFERENCE_CODE REPLICATION_SEANCES_DIARY_PSEUDOREFERENCE_CODE SEND_PROTOCOL_PSEUDOREFERENCE_CODE SUBSTITUTES_PSEUDOREFERENCE_CODE SYSTEM_SETTINGS_PSEUDOREFERENCE_CODE UNITS_PSEUDOREFERENCE_CODE USERS_PSEUDOREFERENCE_CODE VIEWERS_PSEUDOREFERENCE_CODE CERTIFICATE_TYPE_ENCRYPT CERTIFICATE_TYPE_SIGN CERTIFICATE_TYPE_SIGN_AND_ENCRYPT STORAGE_TYPE_FILE STORAGE_TYPE_NAS_CIFS STORAGE_TYPE_SAPERION STORAGE_TYPE_SQL_SERVER COMPTYPE2_REQUISITE_DOCUMENTS_VALUE COMPTYPE2_REQUISITE_TASKS_VALUE COMPTYPE2_REQUISITE_FOLDERS_VALUE COMPTYPE2_REQUISITE_REFERENCES_VALUE SYSREQ_CODE SYSREQ_COMPTYPE2 SYSREQ_CONST_AVAILABLE_FOR_WEB SYSREQ_CONST_COMMON_CODE SYSREQ_CONST_COMMON_VALUE SYSREQ_CONST_FIRM_CODE SYSREQ_CONST_FIRM_STATUS SYSREQ_CONST_FIRM_VALUE SYSREQ_CONST_SERVER_STATUS SYSREQ_CONTENTS SYSREQ_DATE_OPEN SYSREQ_DATE_CLOSE SYSREQ_DESCRIPTION SYSREQ_DESCRIPTION_LOCALIZE_ID SYSREQ_DOUBLE SYSREQ_EDOC_ACCESS_TYPE SYSREQ_EDOC_AUTHOR SYSREQ_EDOC_CREATED SYSREQ_EDOC_DELEGATE_RIGHTS_REQUISITE_CODE SYSREQ_EDOC_EDITOR SYSREQ_EDOC_ENCODE_TYPE SYSREQ_EDOC_ENCRYPTION_PLUGIN_NAME SYSREQ_EDOC_ENCRYPTION_PLUGIN_VERSION SYSREQ_EDOC_EXPORT_DATE SYSREQ_EDOC_EXPORTER SYSREQ_EDOC_KIND SYSREQ_EDOC_LIFE_STAGE_NAME SYSREQ_EDOC_LOCKED_FOR_SERVER_CODE SYSREQ_EDOC_MODIFIED SYSREQ_EDOC_NAME SYSREQ_EDOC_NOTE SYSREQ_EDOC_QUALIFIED_ID SYSREQ_EDOC_SESSION_KEY SYSREQ_EDOC_SESSION_KEY_ENCRYPTION_PLUGIN_NAME SYSREQ_EDOC_SESSION_KEY_ENCRYPTION_PLUGIN_VERSION SYSREQ_EDOC_SIGNATURE_TYPE SYSREQ_EDOC_SIGNED SYSREQ_EDOC_STORAGE SYSREQ_EDOC_STORAGES_ARCHIVE_STORAGE SYSREQ_EDOC_STORAGES_CHECK_RIGHTS SYSREQ_EDOC_STORAGES_COMPUTER_NAME SYSREQ_EDOC_STORAGES_EDIT_IN_STORAGE SYSREQ_EDOC_STORAGES_EXECUTIVE_STORAGE SYSREQ_EDOC_STORAGES_FUNCTION SYSREQ_EDOC_STORAGES_INITIALIZED SYSREQ_EDOC_STORAGES_LOCAL_PATH SYSREQ_EDOC_STORAGES_SAPERION_DATABASE_NAME SYSREQ_EDOC_STORAGES_SEARCH_BY_TEXT SYSREQ_EDOC_STORAGES_SERVER_NAME SYSREQ_EDOC_STORAGES_SHARED_SOURCE_NAME SYSREQ_EDOC_STORAGES_TYPE SYSREQ_EDOC_TEXT_MODIFIED SYSREQ_EDOC_TYPE_ACT_CODE SYSREQ_EDOC_TYPE_ACT_DESCRIPTION SYSREQ_EDOC_TYPE_ACT_DESCRIPTION_LOCALIZE_ID SYSREQ_EDOC_TYPE_ACT_ON_EXECUTE SYSREQ_EDOC_TYPE_ACT_ON_EXECUTE_EXISTS SYSREQ_EDOC_TYPE_ACT_SECTION SYSREQ_EDOC_TYPE_ADD_PARAMS SYSREQ_EDOC_TYPE_COMMENT SYSREQ_EDOC_TYPE_EVENT_TEXT SYSREQ_EDOC_TYPE_NAME_IN_SINGULAR SYSREQ_EDOC_TYPE_NAME_IN_SINGULAR_LOCALIZE_ID SYSREQ_EDOC_TYPE_NAME_LOCALIZE_ID SYSREQ_EDOC_TYPE_NUMERATION_METHOD SYSREQ_EDOC_TYPE_PSEUDO_REQUISITE_CODE SYSREQ_EDOC_TYPE_REQ_CODE SYSREQ_EDOC_TYPE_REQ_DESCRIPTION SYSREQ_EDOC_TYPE_REQ_DESCRIPTION_LOCALIZE_ID SYSREQ_EDOC_TYPE_REQ_IS_LEADING SYSREQ_EDOC_TYPE_REQ_IS_REQUIRED SYSREQ_EDOC_TYPE_REQ_NUMBER SYSREQ_EDOC_TYPE_REQ_ON_CHANGE SYSREQ_EDOC_TYPE_REQ_ON_CHANGE_EXISTS 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i < callbacks.length; i++) {\n invokeCallback(callbacks[i]);\n }\n}\n\nfunction publishFulfillment(promise){\n promise.state_ = FULFILLED;\n publish(promise);\n}\n\nfunction publishRejection(promise){\n promise.state_ = REJECTED;\n publish(promise);\n}\n\n/**\n* @class\n*/\nfunction Promise(resolver){\n if (typeof resolver !== 'function')\n throw new TypeError('Promise constructor takes a function argument');\n\n if (this instanceof Promise === false)\n throw new TypeError('Failed to construct \\'Promise\\': Please use the \\'new\\' operator, this object constructor cannot be called as a function.');\n\n this.then_ = [];\n\n invokeResolver(resolver, this);\n}\n\nPromise.prototype = {\n constructor: Promise,\n\n state_: PENDING,\n then_: null,\n data_: undefined,\n\n then: function(onFulfillment, onRejection){\n var subscriber = {\n owner: this,\n then: new this.constructor(NOOP),\n fulfilled: onFulfillment,\n rejected: onRejection\n };\n\n if (this.state_ === FULFILLED || this.state_ === REJECTED)\n {\n // already resolved, call callback async\n asyncCall(invokeCallback, subscriber);\n }\n else\n {\n // subscribe\n this.then_.push(subscriber);\n }\n\n return subscriber.then;\n },\n\n 'catch': function(onRejection) {\n return this.then(null, onRejection);\n }\n};\n\nPromise.all = function(promises){\n var Class = this;\n\n if (!isArray(promises))\n throw new TypeError('You must pass an array to Promise.all().');\n\n return new Class(function(resolve, reject){\n var results = [];\n var remaining = 0;\n\n function resolver(index){\n remaining++;\n return function(value){\n results[index] = value;\n if (!--remaining)\n resolve(results);\n };\n }\n\n for (var i = 0, promise; i < promises.length; i++)\n {\n promise = promises[i];\n\n if (promise && typeof promise.then === 'function')\n promise.then(resolver(i), reject);\n else\n results[i] = promise;\n }\n\n if (!remaining)\n resolve(results);\n });\n};\n\nPromise.race = function(promises){\n var Class = this;\n\n if (!isArray(promises))\n throw new TypeError('You must pass an array to Promise.race().');\n\n return new Class(function(resolve, reject) {\n for (var i = 0, promise; i < promises.length; i++)\n {\n promise = promises[i];\n\n if (promise && typeof promise.then === 'function')\n promise.then(resolve, reject);\n else\n resolve(promise);\n }\n });\n};\n\nPromise.resolve = function(value){\n var Class = this;\n\n if (value && typeof value === 'object' && value.constructor === Class)\n return value;\n\n return new Class(function(resolve){\n resolve(value);\n });\n};\n\nPromise.reject = function(reason){\n var Class = this;\n\n return new Class(function(resolve, reject){\n reject(reason);\n });\n};\n\n})(typeof window != 'undefined' ? window : typeof global != 'undefined' ? global : typeof self != 'undefined' ? self : this);\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","/*!\n * @pixi/polyfill - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/polyfill is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Polyfill } from 'es6-promise-polyfill';\nimport objectAssign from 'object-assign';\n\n// Support for IE 9 - 11 which does not include Promises\nif (!window.Promise)\n{\n window.Promise = Polyfill;\n}\n\n// References:\n\nif (!Object.assign)\n{\n Object.assign = objectAssign;\n}\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\n// References:\n// http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n// https://gist.github.com/1579671\n// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision\n// https://gist.github.com/timhall/4078614\n// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame\n\n// Expected to be used with Browserfiy\n// Browserify automatically detects the use of `global` and passes the\n// correct reference of `global`, `self`, and finally `window`\n\nvar ONE_FRAME_TIME = 16;\n\n// Date.now\nif (!(Date.now && Date.prototype.getTime))\n{\n Date.now = function now()\n {\n return new Date().getTime();\n };\n}\n\n// performance.now\nif (!(commonjsGlobal.performance && commonjsGlobal.performance.now))\n{\n var startTime = Date.now();\n\n if (!commonjsGlobal.performance)\n {\n commonjsGlobal.performance = {};\n }\n\n commonjsGlobal.performance.now = function () { return Date.now() - startTime; };\n}\n\n// requestAnimationFrame\nvar lastTime = Date.now();\nvar vendors = ['ms', 'moz', 'webkit', 'o'];\n\nfor (var x = 0; x < vendors.length && !commonjsGlobal.requestAnimationFrame; ++x)\n{\n var p = vendors[x];\n\n commonjsGlobal.requestAnimationFrame = commonjsGlobal[(p + \"RequestAnimationFrame\")];\n commonjsGlobal.cancelAnimationFrame = commonjsGlobal[(p + \"CancelAnimationFrame\")] || commonjsGlobal[(p + \"CancelRequestAnimationFrame\")];\n}\n\nif (!commonjsGlobal.requestAnimationFrame)\n{\n commonjsGlobal.requestAnimationFrame = function (callback) {\n if (typeof callback !== 'function')\n {\n throw new TypeError((callback + \"is not a function\"));\n }\n\n var currentTime = Date.now();\n var delay = ONE_FRAME_TIME + lastTime - currentTime;\n\n if (delay < 0)\n {\n delay = 0;\n }\n\n lastTime = currentTime;\n\n return setTimeout(function () {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\n\nif (!commonjsGlobal.cancelAnimationFrame)\n{\n commonjsGlobal.cancelAnimationFrame = function (id) { return clearTimeout(id); };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\nif (!Math.sign)\n{\n Math.sign = function mathSign(x)\n {\n x = Number(x);\n\n if (x === 0 || isNaN(x))\n {\n return x;\n }\n\n return x > 0 ? 1 : -1;\n };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\nif (!Number.isInteger)\n{\n Number.isInteger = function numberIsInteger(value)\n {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n\nif (!window.ArrayBuffer)\n{\n window.ArrayBuffer = Array;\n}\n\nif (!window.Float32Array)\n{\n window.Float32Array = Array;\n}\n\nif (!window.Uint32Array)\n{\n window.Uint32Array = Array;\n}\n\nif (!window.Uint16Array)\n{\n window.Uint16Array = Array;\n}\n\nif (!window.Uint8Array)\n{\n window.Uint8Array = Array;\n}\n\nif (!window.Int32Array)\n{\n window.Int32Array = Array;\n}\n//# sourceMappingURL=polyfill.es.js.map\n","!function(e){var n=/iPhone/i,t=/iPod/i,r=/iPad/i,a=/\\bAndroid(?:.+)Mobile\\b/i,p=/Android/i,b=/\\bAndroid(?:.+)SD4930UR\\b/i,l=/\\bAndroid(?:.+)(?:KF[A-Z]{2,4})\\b/i,f=/Windows Phone/i,s=/\\bWindows(?:.+)ARM\\b/i,u=/BlackBerry/i,c=/BB10/i,h=/Opera Mini/i,v=/\\b(CriOS|Chrome)(?:.+)Mobile/i,w=/Mobile(?:.+)Firefox\\b/i;function m(e,i){return e.test(i)}function i(e){var i=e||(\"undefined\"!=typeof navigator?navigator.userAgent:\"\"),o=i.split(\"[FBAN\");void 0!==o[1]&&(i=o[0]),void 0!==(o=i.split(\"Twitter\"))[1]&&(i=o[0]);var d={apple:{phone:m(n,i)&&!m(f,i),ipod:m(t,i),tablet:!m(n,i)&&m(r,i)&&!m(f,i),device:(m(n,i)||m(t,i)||m(r,i))&&!m(f,i)},amazon:{phone:m(b,i),tablet:!m(b,i)&&m(l,i),device:m(b,i)||m(l,i)},android:{phone:!m(f,i)&&m(b,i)||!m(f,i)&&m(a,i),tablet:!m(f,i)&&!m(b,i)&&!m(a,i)&&(m(l,i)||m(p,i)),device:!m(f,i)&&(m(b,i)||m(l,i)||m(a,i)||m(p,i))||m(/\\bokhttp\\b/i,i)},windows:{phone:m(f,i),tablet:m(s,i),device:m(f,i)||m(s,i)},other:{blackberry:m(u,i),blackberry10:m(c,i),opera:m(h,i),firefox:m(w,i),chrome:m(v,i),device:m(u,i)||m(c,i)||m(h,i)||m(w,i)||m(v,i)}};return d.any=d.apple.device||d.android.device||d.windows.device||d.other.device,d.phone=d.apple.phone||d.android.phone||d.windows.phone,d.tablet=d.apple.tablet||d.android.tablet||d.windows.tablet,d}\"undefined\"!=typeof module&&module.exports&&\"undefined\"==typeof window?module.exports=i:\"undefined\"!=typeof module&&module.exports&&\"undefined\"!=typeof window?(module.exports=i(),module.exports.isMobile=i):\"function\"==typeof define&&define.amd?define([],e.isMobile=i()):e.isMobile=i()}(this);","/*!\n * @pixi/settings - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport isMobile from 'ismobilejs';\nexport { default as isMobile } from 'ismobilejs';\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n *\n * @private\n * @param {number} max\n * @returns {number}\n */\nfunction maxRecommendedTextures(max)\n{\n var allowMax = true;\n\n if (isMobile.tablet || isMobile.phone)\n {\n allowMax = false;\n\n if (isMobile.apple.device)\n {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n\n if (match)\n {\n var majorVersion = parseInt(match[1], 10);\n\n // All texture units can be used on devices that support ios 11 or above\n if (majorVersion >= 11)\n {\n allowMax = true;\n }\n }\n }\n if (isMobile.android.device)\n {\n var match$1 = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n\n if (match$1)\n {\n var majorVersion$1 = parseInt(match$1[1], 10);\n\n // All texture units can be used on devices that support Android 7 (Nougat) or above\n if (majorVersion$1 >= 7)\n {\n allowMax = true;\n }\n }\n }\n }\n\n return allowMax ? max : 4;\n}\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n *\n * @private\n * @returns {boolean}\n */\nfunction canUploadSameBuffer()\n{\n return !isMobile.apple.device;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio.\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n *\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: 1,\n\n /**\n * Default resolution / device pixel ratio of the renderer.\n *\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n\n /**\n * Default filter resolution.\n *\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n\n /**\n * The maximum textures that this device supports.\n *\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n *\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n *\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} view=null\n * @property {number} resolution=1\n * @property {boolean} antialias=false\n * @property {boolean} forceFXAA=false\n * @property {boolean} autoDensity=false\n * @property {boolean} transparent=false\n * @property {number} backgroundColor=0x000000\n * @property {boolean} clearBeforeRender=true\n * @property {boolean} preserveDrawingBuffer=false\n * @property {number} width=800\n * @property {number} height=600\n * @property {boolean} legacy=false\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n forceFXAA: false,\n autoDensity: false,\n transparent: false,\n backgroundColor: 0x000000,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n\n /**\n * Default Garbage Collection mode.\n *\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: 0,\n\n /**\n * Default Garbage Collection max idle.\n *\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n\n /**\n * Default Garbage Collection maximum check count.\n *\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n\n /**\n * Default wrap modes that are supported by pixi.\n *\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: 33071,\n\n /**\n * Default scale mode for textures.\n *\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: 1,\n\n /**\n * Default specify float precision in vertex shader.\n *\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: 'highp',\n\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n *\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? 'highp' : 'mediump',\n\n /**\n * Can we upload the same buffer in a single frame?\n *\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n *\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nexport { settings };\n//# sourceMappingURL=settings.es.js.map\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 1 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(ear, triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // triangle bbox; min & max are calculated like this for speed\n var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(minTX, minTY, minX, minY, invSize),\n maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return p;\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize);\n earcutLinked(c, triangles, dim, minX, minY, invSize);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m.next;\n\n while (p !== stop) {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n }\n\n return m;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) * invSize;\n y = 32767 * (y - minY) * invSize;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) &&\n locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n if ((equals(p1, q1) && equals(p2, q2)) ||\n (equals(p1, q2) && equals(p2, q1))) return true;\n return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&\n area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = null;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.3.2 by @mathias */\n;(function(root) {\n\n\t/** Detect free variables */\n\tvar freeExports = typeof exports == 'object' && exports &&\n\t\t!exports.nodeType && exports;\n\tvar freeModule = typeof module == 'object' && module &&\n\t\t!module.nodeType && module;\n\tvar freeGlobal = typeof global == 'object' && global;\n\tif (\n\t\tfreeGlobal.global === freeGlobal ||\n\t\tfreeGlobal.window === freeGlobal ||\n\t\tfreeGlobal.self === freeGlobal\n\t) {\n\t\troot = freeGlobal;\n\t}\n\n\t/**\n\t * The `punycode` object.\n\t * @name punycode\n\t * @type Object\n\t */\n\tvar punycode,\n\n\t/** Highest positive signed 32-bit float value */\n\tmaxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1\n\n\t/** Bootstring parameters */\n\tbase = 36,\n\ttMin = 1,\n\ttMax = 26,\n\tskew = 38,\n\tdamp = 700,\n\tinitialBias = 72,\n\tinitialN = 128, // 0x80\n\tdelimiter = '-', // '\\x2D'\n\n\t/** Regular expressions */\n\tregexPunycode = /^xn--/,\n\tregexNonASCII = /[^\\x20-\\x7E]/, // unprintable ASCII chars + non-ASCII chars\n\tregexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g, // RFC 3490 separators\n\n\t/** Error messages */\n\terrors = {\n\t\t'overflow': 'Overflow: input needs wider integers to process',\n\t\t'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n\t\t'invalid-input': 'Invalid input'\n\t},\n\n\t/** Convenience shortcuts */\n\tbaseMinusTMin = base - tMin,\n\tfloor = Math.floor,\n\tstringFromCharCode = String.fromCharCode,\n\n\t/** Temporary variable */\n\tkey;\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/**\n\t * A generic error utility function.\n\t * @private\n\t * @param {String} type The error type.\n\t * @returns {Error} Throws a `RangeError` with the applicable error message.\n\t */\n\tfunction error(type) {\n\t\tthrow RangeError(errors[type]);\n\t}\n\n\t/**\n\t * A generic `Array#map` utility function.\n\t * @private\n\t * @param {Array} array The array to iterate over.\n\t * @param {Function} callback The function that gets called for every array\n\t * item.\n\t * @returns {Array} A new array of values returned by the callback function.\n\t */\n\tfunction map(array, fn) {\n\t\tvar length = array.length;\n\t\tvar result = [];\n\t\twhile (length--) {\n\t\t\tresult[length] = fn(array[length]);\n\t\t}\n\t\treturn result;\n\t}\n\n\t/**\n\t * A simple `Array#map`-like wrapper to work with domain name strings or email\n\t * addresses.\n\t * @private\n\t * @param {String} domain The domain name or email address.\n\t * @param {Function} callback The function that gets called for every\n\t * character.\n\t * @returns {Array} A new string of characters returned by the callback\n\t * function.\n\t */\n\tfunction mapDomain(string, fn) {\n\t\tvar parts = string.split('@');\n\t\tvar result = '';\n\t\tif (parts.length > 1) {\n\t\t\t// In email addresses, only the domain name should be punycoded. Leave\n\t\t\t// the local part (i.e. everything up to `@`) intact.\n\t\t\tresult = parts[0] + '@';\n\t\t\tstring = parts[1];\n\t\t}\n\t\t// Avoid `split(regex)` for IE8 compatibility. See #17.\n\t\tstring = string.replace(regexSeparators, '\\x2E');\n\t\tvar labels = string.split('.');\n\t\tvar encoded = map(labels, fn).join('.');\n\t\treturn result + encoded;\n\t}\n\n\t/**\n\t * Creates an array containing the numeric code points of each Unicode\n\t * character in the string. While JavaScript uses UCS-2 internally,\n\t * this function will convert a pair of surrogate halves (each of which\n\t * UCS-2 exposes as separate characters) into a single code point,\n\t * matching UTF-16.\n\t * @see `punycode.ucs2.encode`\n\t * @see \n\t * @memberOf punycode.ucs2\n\t * @name decode\n\t * @param {String} string The Unicode input string (UCS-2).\n\t * @returns {Array} The new array of code points.\n\t */\n\tfunction ucs2decode(string) {\n\t\tvar output = [],\n\t\t counter = 0,\n\t\t length = string.length,\n\t\t value,\n\t\t extra;\n\t\twhile (counter < length) {\n\t\t\tvalue = string.charCodeAt(counter++);\n\t\t\tif (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n\t\t\t\t// high surrogate, and there is a next character\n\t\t\t\textra = string.charCodeAt(counter++);\n\t\t\t\tif ((extra & 0xFC00) == 0xDC00) { // low surrogate\n\t\t\t\t\toutput.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n\t\t\t\t} else {\n\t\t\t\t\t// unmatched surrogate; only append this code unit, in case the next\n\t\t\t\t\t// code unit is the high surrogate of a surrogate pair\n\t\t\t\t\toutput.push(value);\n\t\t\t\t\tcounter--;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\toutput.push(value);\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t}\n\n\t/**\n\t * Creates a string based on an array of numeric code points.\n\t * @see `punycode.ucs2.decode`\n\t * @memberOf punycode.ucs2\n\t * @name encode\n\t * @param {Array} codePoints The array of numeric code points.\n\t * @returns {String} The new Unicode string (UCS-2).\n\t */\n\tfunction ucs2encode(array) {\n\t\treturn map(array, function(value) {\n\t\t\tvar output = '';\n\t\t\tif (value > 0xFFFF) {\n\t\t\t\tvalue -= 0x10000;\n\t\t\t\toutput += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n\t\t\t\tvalue = 0xDC00 | value & 0x3FF;\n\t\t\t}\n\t\t\toutput += stringFromCharCode(value);\n\t\t\treturn output;\n\t\t}).join('');\n\t}\n\n\t/**\n\t * Converts a basic code point into a digit/integer.\n\t * @see `digitToBasic()`\n\t * @private\n\t * @param {Number} codePoint The basic numeric code point value.\n\t * @returns {Number} The numeric value of a basic code point (for use in\n\t * representing integers) in the range `0` to `base - 1`, or `base` if\n\t * the code point does not represent a value.\n\t */\n\tfunction basicToDigit(codePoint) {\n\t\tif (codePoint - 48 < 10) {\n\t\t\treturn codePoint - 22;\n\t\t}\n\t\tif (codePoint - 65 < 26) {\n\t\t\treturn codePoint - 65;\n\t\t}\n\t\tif (codePoint - 97 < 26) {\n\t\t\treturn codePoint - 97;\n\t\t}\n\t\treturn base;\n\t}\n\n\t/**\n\t * Converts a digit/integer into a basic code point.\n\t * @see `basicToDigit()`\n\t * @private\n\t * @param {Number} digit The numeric value of a basic code point.\n\t * @returns {Number} The basic code point whose value (when used for\n\t * representing integers) is `digit`, which needs to be in the range\n\t * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n\t * used; else, the lowercase form is used. The behavior is undefined\n\t * if `flag` is non-zero and `digit` has no uppercase form.\n\t */\n\tfunction digitToBasic(digit, flag) {\n\t\t// 0..25 map to ASCII a..z or A..Z\n\t\t// 26..35 map to ASCII 0..9\n\t\treturn digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n\t}\n\n\t/**\n\t * Bias adaptation function as per section 3.4 of RFC 3492.\n\t * http://tools.ietf.org/html/rfc3492#section-3.4\n\t * @private\n\t */\n\tfunction adapt(delta, numPoints, firstTime) {\n\t\tvar k = 0;\n\t\tdelta = firstTime ? floor(delta / damp) : delta >> 1;\n\t\tdelta += floor(delta / numPoints);\n\t\tfor (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {\n\t\t\tdelta = floor(delta / baseMinusTMin);\n\t\t}\n\t\treturn floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n\t}\n\n\t/**\n\t * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n\t * symbols.\n\t * @memberOf punycode\n\t * @param {String} input The Punycode string of ASCII-only symbols.\n\t * @returns {String} The resulting string of Unicode symbols.\n\t */\n\tfunction decode(input) {\n\t\t// Don't use UCS-2\n\t\tvar output = [],\n\t\t inputLength = input.length,\n\t\t out,\n\t\t i = 0,\n\t\t n = initialN,\n\t\t bias = initialBias,\n\t\t basic,\n\t\t j,\n\t\t index,\n\t\t oldi,\n\t\t w,\n\t\t k,\n\t\t digit,\n\t\t t,\n\t\t /** Cached calculation results */\n\t\t baseMinusT;\n\n\t\t// Handle the basic code points: let `basic` be the number of input code\n\t\t// points before the last delimiter, or `0` if there is none, then copy\n\t\t// the first basic code points to the output.\n\n\t\tbasic = input.lastIndexOf(delimiter);\n\t\tif (basic < 0) {\n\t\t\tbasic = 0;\n\t\t}\n\n\t\tfor (j = 0; j < basic; ++j) {\n\t\t\t// if it's not a basic code point\n\t\t\tif (input.charCodeAt(j) >= 0x80) {\n\t\t\t\terror('not-basic');\n\t\t\t}\n\t\t\toutput.push(input.charCodeAt(j));\n\t\t}\n\n\t\t// Main decoding loop: start just after the last delimiter if any basic code\n\t\t// points were copied; start at the beginning otherwise.\n\n\t\tfor (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {\n\n\t\t\t// `index` is the index of the next character to be consumed.\n\t\t\t// Decode a generalized variable-length integer into `delta`,\n\t\t\t// which gets added to `i`. The overflow checking is easier\n\t\t\t// if we increase `i` as we go, then subtract off its starting\n\t\t\t// value at the end to obtain `delta`.\n\t\t\tfor (oldi = i, w = 1, k = base; /* no condition */; k += base) {\n\n\t\t\t\tif (index >= inputLength) {\n\t\t\t\t\terror('invalid-input');\n\t\t\t\t}\n\n\t\t\t\tdigit = basicToDigit(input.charCodeAt(index++));\n\n\t\t\t\tif (digit >= base || digit > floor((maxInt - i) / w)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\ti += digit * w;\n\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n\t\t\t\tif (digit < t) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbaseMinusT = base - t;\n\t\t\t\tif (w > floor(maxInt / baseMinusT)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tw *= baseMinusT;\n\n\t\t\t}\n\n\t\t\tout = output.length + 1;\n\t\t\tbias = adapt(i - oldi, out, oldi == 0);\n\n\t\t\t// `i` was supposed to wrap around from `out` to `0`,\n\t\t\t// incrementing `n` each time, so we'll fix that now:\n\t\t\tif (floor(i / out) > maxInt - n) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tn += floor(i / out);\n\t\t\ti %= out;\n\n\t\t\t// Insert `n` at position `i` of the output\n\t\t\toutput.splice(i++, 0, n);\n\n\t\t}\n\n\t\treturn ucs2encode(output);\n\t}\n\n\t/**\n\t * Converts a string of Unicode symbols (e.g. a domain name label) to a\n\t * Punycode string of ASCII-only symbols.\n\t * @memberOf punycode\n\t * @param {String} input The string of Unicode symbols.\n\t * @returns {String} The resulting Punycode string of ASCII-only symbols.\n\t */\n\tfunction encode(input) {\n\t\tvar n,\n\t\t delta,\n\t\t handledCPCount,\n\t\t basicLength,\n\t\t bias,\n\t\t j,\n\t\t m,\n\t\t q,\n\t\t k,\n\t\t t,\n\t\t currentValue,\n\t\t output = [],\n\t\t /** `inputLength` will hold the number of code points in `input`. */\n\t\t inputLength,\n\t\t /** Cached calculation results */\n\t\t handledCPCountPlusOne,\n\t\t baseMinusT,\n\t\t qMinusT;\n\n\t\t// Convert the input in UCS-2 to Unicode\n\t\tinput = ucs2decode(input);\n\n\t\t// Cache the length\n\t\tinputLength = input.length;\n\n\t\t// Initialize the state\n\t\tn = initialN;\n\t\tdelta = 0;\n\t\tbias = initialBias;\n\n\t\t// Handle the basic code points\n\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\tcurrentValue = input[j];\n\t\t\tif (currentValue < 0x80) {\n\t\t\t\toutput.push(stringFromCharCode(currentValue));\n\t\t\t}\n\t\t}\n\n\t\thandledCPCount = basicLength = output.length;\n\n\t\t// `handledCPCount` is the number of code points that have been handled;\n\t\t// `basicLength` is the number of basic code points.\n\n\t\t// Finish the basic string - if it is not empty - with a delimiter\n\t\tif (basicLength) {\n\t\t\toutput.push(delimiter);\n\t\t}\n\n\t\t// Main encoding loop:\n\t\twhile (handledCPCount < inputLength) {\n\n\t\t\t// All non-basic code points < n have been handled already. Find the next\n\t\t\t// larger one:\n\t\t\tfor (m = maxInt, j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\t\t\t\tif (currentValue >= n && currentValue < m) {\n\t\t\t\t\tm = currentValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Increase `delta` enough to advance the decoder's state to ,\n\t\t\t// but guard against overflow\n\t\t\thandledCPCountPlusOne = handledCPCount + 1;\n\t\t\tif (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tdelta += (m - n) * handledCPCountPlusOne;\n\t\t\tn = m;\n\n\t\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\n\t\t\t\tif (currentValue < n && ++delta > maxInt) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tif (currentValue == n) {\n\t\t\t\t\t// Represent delta as a generalized variable-length integer\n\t\t\t\t\tfor (q = delta, k = base; /* no condition */; k += base) {\n\t\t\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\t\t\t\t\t\tif (q < t) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tqMinusT = q - t;\n\t\t\t\t\t\tbaseMinusT = base - t;\n\t\t\t\t\t\toutput.push(\n\t\t\t\t\t\t\tstringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n\t\t\t\t\t\t);\n\t\t\t\t\t\tq = floor(qMinusT / baseMinusT);\n\t\t\t\t\t}\n\n\t\t\t\t\toutput.push(stringFromCharCode(digitToBasic(q, 0)));\n\t\t\t\t\tbias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n\t\t\t\t\tdelta = 0;\n\t\t\t\t\t++handledCPCount;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t++delta;\n\t\t\t++n;\n\n\t\t}\n\t\treturn output.join('');\n\t}\n\n\t/**\n\t * Converts a Punycode string representing a domain name or an email address\n\t * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n\t * it doesn't matter if you call it on a string that has already been\n\t * converted to Unicode.\n\t * @memberOf punycode\n\t * @param {String} input The Punycoded domain name or email address to\n\t * convert to Unicode.\n\t * @returns {String} The Unicode representation of the given Punycode\n\t * string.\n\t */\n\tfunction toUnicode(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexPunycode.test(string)\n\t\t\t\t? decode(string.slice(4).toLowerCase())\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/**\n\t * Converts a Unicode string representing a domain name or an email address to\n\t * Punycode. Only the non-ASCII parts of the domain name will be converted,\n\t * i.e. it doesn't matter if you call it with a domain that's already in\n\t * ASCII.\n\t * @memberOf punycode\n\t * @param {String} input The domain name or email address to convert, as a\n\t * Unicode string.\n\t * @returns {String} The Punycode representation of the given domain name or\n\t * email address.\n\t */\n\tfunction toASCII(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexNonASCII.test(string)\n\t\t\t\t? 'xn--' + encode(string)\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/** Define the public API */\n\tpunycode = {\n\t\t/**\n\t\t * A string representing the current Punycode.js version number.\n\t\t * @memberOf punycode\n\t\t * @type String\n\t\t */\n\t\t'version': '1.3.2',\n\t\t/**\n\t\t * An object of methods to convert from JavaScript's internal character\n\t\t * representation (UCS-2) to Unicode code points, and back.\n\t\t * @see \n\t\t * @memberOf punycode\n\t\t * @type Object\n\t\t */\n\t\t'ucs2': {\n\t\t\t'decode': ucs2decode,\n\t\t\t'encode': ucs2encode\n\t\t},\n\t\t'decode': decode,\n\t\t'encode': encode,\n\t\t'toASCII': toASCII,\n\t\t'toUnicode': toUnicode\n\t};\n\n\t/** Expose `punycode` */\n\t// Some AMD build optimizers, like r.js, check for specific condition patterns\n\t// like the following:\n\tif (\n\t\ttypeof define == 'function' &&\n\t\ttypeof define.amd == 'object' &&\n\t\tdefine.amd\n\t) {\n\t\tdefine('punycode', function() {\n\t\t\treturn punycode;\n\t\t});\n\t} else if (freeExports && freeModule) {\n\t\tif (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+\n\t\t\tfreeModule.exports = punycode;\n\t\t} else { // in Narwhal or RingoJS v0.7.0-\n\t\t\tfor (key in punycode) {\n\t\t\t\tpunycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);\n\t\t\t}\n\t\t}\n\t} else { // in Rhino or a web browser\n\t\troot.punycode = punycode;\n\t}\n\n}(this));\n","'use strict';\n\nmodule.exports = {\n isString: function(arg) {\n return typeof(arg) === 'string';\n },\n isObject: function(arg) {\n return typeof(arg) === 'object' && arg !== null;\n },\n isNull: function(arg) {\n return arg === null;\n },\n isNullOrUndefined: function(arg) {\n return arg == null;\n }\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nmodule.exports = function(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (Array.isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar stringifyPrimitive = function(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n};\n\nmodule.exports = function(obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return Object.keys(obj).map(function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (Array.isArray(obj[k])) {\n return obj[k].map(function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n","'use strict';\n\nexports.decode = exports.parse = require('./decode');\nexports.encode = exports.stringify = require('./encode');\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar punycode = require('punycode');\nvar util = require('./util');\n\nexports.parse = urlParse;\nexports.resolve = urlResolve;\nexports.resolveObject = urlResolveObject;\nexports.format = urlFormat;\n\nexports.Url = Url;\n\nfunction Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n },\n querystring = require('querystring');\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && util.isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\n\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n if (!util.isString(url)) {\n throw new TypeError(\"Parameter 'url' must be a string, not \" + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n this.path = rest;\n this.href = rest;\n this.pathname = simplePath[1];\n if (simplePath[2]) {\n this.search = simplePath[2];\n if (parseQueryString) {\n this.query = querystring.parse(this.search.substr(1));\n } else {\n this.query = this.search.substr(1);\n }\n } else if (parseQueryString) {\n this.search = '';\n this.query = {};\n }\n return this;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n this.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n this.slashes = true;\n }\n }\n\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (var i = 0; i < hostEndingChars.length; i++) {\n var hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n this.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (var i = 0; i < nonHostChars.length; i++) {\n var hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n this.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n this.parseHost();\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n this.hostname = this.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = this.hostname[0] === '[' &&\n this.hostname[this.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = this.hostname.split(/\\./);\n for (var i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n this.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (this.hostname.length > hostnameMaxLen) {\n this.hostname = '';\n } else {\n // hostnames are always lower case.\n this.hostname = this.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n this.hostname = punycode.toASCII(this.hostname);\n }\n\n var p = this.port ? ':' + this.port : '';\n var h = this.hostname || '';\n this.host = h + p;\n this.href += this.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n this.hostname = this.hostname.substr(1, this.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (var i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n this.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n this.search = rest.substr(qm);\n this.query = rest.substr(qm + 1);\n if (parseQueryString) {\n this.query = querystring.parse(this.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n this.search = '';\n this.query = {};\n }\n if (rest) this.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n this.hostname && !this.pathname) {\n this.pathname = '/';\n }\n\n //to support http.request\n if (this.pathname || this.search) {\n var p = this.pathname || '';\n var s = this.search || '';\n this.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n this.href = this.format();\n return this;\n};\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (util.isString(obj)) obj = urlParse(obj);\n if (!(obj instanceof Url)) return Url.prototype.format.call(obj);\n return obj.format();\n}\n\nUrl.prototype.format = function() {\n var auth = this.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = this.protocol || '',\n pathname = this.pathname || '',\n hash = this.hash || '',\n host = false,\n query = '';\n\n if (this.host) {\n host = auth + this.host;\n } else if (this.hostname) {\n host = auth + (this.hostname.indexOf(':') === -1 ?\n this.hostname :\n '[' + this.hostname + ']');\n if (this.port) {\n host += ':' + this.port;\n }\n }\n\n if (this.query &&\n util.isObject(this.query) &&\n Object.keys(this.query).length) {\n query = querystring.stringify(this.query);\n }\n\n var search = this.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (this.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n};\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (util.isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n var relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n relPath = relative.pathname && relative.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!util.isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n var host = this.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n this.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) this.hostname = host;\n};\n","/*!\n * @pixi/constants - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n *\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV = {\n WEBGL_LEGACY: 0,\n WEBGL: 1,\n WEBGL2: 2,\n};\n\n/**\n * Constant to identify the Renderer Type.\n *\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE = {\n UNKNOWN: 0,\n WEBGL: 1,\n CANVAS: 2,\n};\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n * @property {number} NORMAL_NPM\n * @property {number} ADD_NPM\n * @property {number} SCREEN_NPM\n * @property {number} NONE\n * @property {number} SRC_IN\n * @property {number} SRC_OUT\n * @property {number} SRC_ATOP\n * @property {number} DST_OVER\n * @property {number} DST_IN\n * @property {number} DST_OUT\n * @property {number} DST_ATOP\n * @property {number} SUBTRACT\n * @property {number} SRC_OVER\n * @property {number} ERASE\n */\nvar BLEND_MODES = {\n NORMAL: 0,\n ADD: 1,\n MULTIPLY: 2,\n SCREEN: 3,\n OVERLAY: 4,\n DARKEN: 5,\n LIGHTEN: 6,\n COLOR_DODGE: 7,\n COLOR_BURN: 8,\n HARD_LIGHT: 9,\n SOFT_LIGHT: 10,\n DIFFERENCE: 11,\n EXCLUSION: 12,\n HUE: 13,\n SATURATION: 14,\n COLOR: 15,\n LUMINOSITY: 16,\n NORMAL_NPM: 17,\n ADD_NPM: 18,\n SCREEN_NPM: 19,\n NONE: 20,\n\n SRC_OVER: 0,\n SRC_IN: 21,\n SRC_OUT: 22,\n SRC_ATOP: 23,\n DST_OVER: 24,\n DST_IN: 25,\n DST_OUT: 26,\n DST_ATOP: 27,\n ERASE: 26,\n SUBTRACT: 28,\n};\n\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nvar DRAW_MODES = {\n POINTS: 0,\n LINES: 1,\n LINE_LOOP: 2,\n LINE_STRIP: 3,\n TRIANGLES: 4,\n TRIANGLE_STRIP: 5,\n TRIANGLE_FAN: 6,\n};\n\n/**\n * Various GL texture/resources formats.\n *\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} RGBA=6408\n * @property {number} RGB=6407\n * @property {number} ALPHA=6406\n * @property {number} LUMINANCE=6409\n * @property {number} LUMINANCE_ALPHA=6410\n * @property {number} DEPTH_COMPONENT=6402\n * @property {number} DEPTH_STENCIL=34041\n */\nvar FORMATS = {\n RGBA: 6408,\n RGB: 6407,\n ALPHA: 6406,\n LUMINANCE: 6409,\n LUMINANCE_ALPHA: 6410,\n DEPTH_COMPONENT: 6402,\n DEPTH_STENCIL: 34041,\n};\n\n/**\n * Various GL target types.\n *\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} TEXTURE_2D=3553\n * @property {number} TEXTURE_CUBE_MAP=34067\n * @property {number} TEXTURE_2D_ARRAY=35866\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074\n */\nvar TARGETS = {\n TEXTURE_2D: 3553,\n TEXTURE_CUBE_MAP: 34067,\n TEXTURE_2D_ARRAY: 35866,\n TEXTURE_CUBE_MAP_POSITIVE_X: 34069,\n TEXTURE_CUBE_MAP_NEGATIVE_X: 34070,\n TEXTURE_CUBE_MAP_POSITIVE_Y: 34071,\n TEXTURE_CUBE_MAP_NEGATIVE_Y: 34072,\n TEXTURE_CUBE_MAP_POSITIVE_Z: 34073,\n TEXTURE_CUBE_MAP_NEGATIVE_Z: 34074,\n};\n\n/**\n * Various GL data format types.\n *\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} UNSIGNED_BYTE=5121\n * @property {number} UNSIGNED_SHORT=5123\n * @property {number} UNSIGNED_SHORT_5_6_5=33635\n * @property {number} UNSIGNED_SHORT_4_4_4_4=32819\n * @property {number} UNSIGNED_SHORT_5_5_5_1=32820\n * @property {number} FLOAT=5126\n * @property {number} HALF_FLOAT=36193\n */\nvar TYPES = {\n UNSIGNED_BYTE: 5121,\n UNSIGNED_SHORT: 5123,\n UNSIGNED_SHORT_5_6_5: 33635,\n UNSIGNED_SHORT_4_4_4_4: 32819,\n UNSIGNED_SHORT_5_5_5_1: 32820,\n FLOAT: 5126,\n HALF_FLOAT: 36193,\n};\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES = {\n LINEAR: 1,\n NEAREST: 0,\n};\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES = {\n CLAMP: 33071,\n REPEAT: 10497,\n MIRRORED_REPEAT: 33648,\n};\n\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n *\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n */\nvar MIPMAP_MODES = {\n OFF: 0,\n POW2: 1,\n ON: 2,\n};\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES = {\n AUTO: 0,\n MANUAL: 1,\n};\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @name PRECISION\n * @memberof PIXI\n * @static\n * @enum {string}\n * @constant\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nvar PRECISION = {\n LOW: 'lowp',\n MEDIUM: 'mediump',\n HIGH: 'highp',\n};\n\nexport { BLEND_MODES, DRAW_MODES, ENV, FORMATS, GC_MODES, MIPMAP_MODES, PRECISION, RENDERER_TYPE, SCALE_MODES, TARGETS, TYPES, WRAP_MODES };\n//# sourceMappingURL=constants.es.js.map\n","/*!\n * @pixi/utils - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nexport { isMobile } from '@pixi/settings';\nexport { default as EventEmitter } from 'eventemitter3';\nexport { default as earcut } from 'earcut';\nimport _url from 'url';\nexport { default as url } from 'url';\nimport { BLEND_MODES } from '@pixi/constants';\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n *\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n\nvar saidHello = false;\nvar VERSION = '5.0.4';\n\n/**\n * Skips the hello message of renderers that are created after this is run.\n *\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello()\n{\n saidHello = true;\n}\n\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever makes you a jerk face.\n *\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type)\n{\n if (saidHello)\n {\n return;\n }\n\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n var args = [\n (\"\\n %c %c %c PixiJS \" + VERSION + \" - ✰ \" + type + \" ✰ %c %c http://www.pixijs.com/ %c %c ♥%c♥%c♥ \\n\\n\"),\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;' ];\n\n window.console.log.apply(console, args);\n }\n else if (window.console)\n {\n window.console.log((\"PixiJS \" + VERSION + \" - \" + type + \" - http://www.pixijs.com/\"));\n }\n\n saidHello = true;\n}\n\nvar supported;\n\n/**\n * Helper for checking for WebGL support.\n *\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @return {boolean} Is WebGL supported.\n */\nfunction isWebGLSupported()\n{\n if (typeof supported === 'undefined')\n {\n supported = (function supported()\n {\n var contextOptions = { stencil: true, failIfMajorPerformanceCaveat: true };\n\n try\n {\n if (!window.WebGLRenderingContext)\n {\n return false;\n }\n\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions);\n\n var success = !!(gl && gl.getContextAttributes().stencil);\n\n if (gl)\n {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n\n if (loseContext)\n {\n loseContext.loseContext();\n }\n }\n\n gl = null;\n\n return success;\n }\n catch (e)\n {\n return false;\n }\n })();\n }\n\n return supported;\n}\n\n/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n *\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] If supplied, this array will be used rather than returning a new one\n * @return {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nfunction hex2rgb(hex, out)\n{\n out = out || [];\n\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n\n return out;\n}\n\n/**\n * Converts a hexadecimal color number to a string.\n *\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @return {string} The string color (e.g., `\"#ffffff\"`).\n */\nfunction hex2string(hex)\n{\n hex = hex.toString(16);\n hex = '000000'.substr(0, 6 - hex.length) + hex;\n\n return (\"#\" + hex);\n}\n\n/**\n * Converts a hexadecimal string to a hexadecimal color number.\n *\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} The string color (e.g., `\"#ffffff\"`)\n * @return {number} Number in hexadecimal.\n */\nfunction string2hex(string)\n{\n if (typeof string === 'string' && string[0] === '#')\n {\n string = string.substr(1);\n }\n\n return parseInt(string, 16);\n}\n\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n *\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @return {number} Number in hexadecimal.\n */\nfunction rgb2hex(rgb)\n{\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n *\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @param {Array} [array] - The array to output into.\n * @return {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes()\n{\n var pm = [];\n var npm = [];\n\n for (var i = 0; i < 32; i++)\n {\n pm[i] = i;\n npm[i] = i;\n }\n\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n\n var array = [];\n\n array.push(npm);\n array.push(pm);\n\n return array;\n}\n\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @const premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = mapPremultipliedBlendModes();\n\n/**\n * changes blendMode according to texture format\n *\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode supposed blend mode\n * @param {boolean} premultiplied whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied)\n{\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n\n/**\n * combines rgb and alpha to out array\n *\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb input rgb\n * @param {number} alpha alpha param\n * @param {Float32Array} [out] output\n * @param {boolean} [premultiply=true] do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply)\n{\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined)\n {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else\n {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n\n return out;\n}\n\n/**\n * premultiplies tint\n *\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint integer RGB\n * @param {number} alpha floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha)\n{\n if (alpha === 1.0)\n {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0)\n {\n return 0;\n }\n var R = ((tint >> 16) & 0xFF);\n var G = ((tint >> 8) & 0xFF);\n var B = (tint & 0xFF);\n\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n *\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint input tint\n * @param {number} alpha alpha param\n * @param {Float32Array} [out] output\n * @param {boolean} [premultiply=true] do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply)\n{\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined)\n {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n\n return out;\n}\n\n/**\n * Generic Mask Stack data structure\n *\n * @memberof PIXI\n * @function createIndicesForQuads\n * @private\n * @param {number} size - Number of quads\n * @return {Uint16Array} indices\n */\nfunction createIndicesForQuads(size)\n{\n // the total number of indices in our array, there are 6 points per quad.\n\n var totalIndices = size * 6;\n\n var indices = new Uint16Array(totalIndices);\n\n // fill the indices with the quads to draw\n for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4)\n {\n indices[i + 0] = j + 0;\n indices[i + 1] = j + 1;\n indices[i + 2] = j + 2;\n indices[i + 3] = j + 0;\n indices[i + 4] = j + 2;\n indices[i + 5] = j + 3;\n }\n\n return indices;\n}\n\n/**\n * Remove items from a javascript array without generating garbage\n *\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr Array to remove elements from\n * @param {number} startIdx starting index\n * @param {number} removeCount how many to remove\n */\nfunction removeItems(arr, startIdx, removeCount)\n{\n var length = arr.length;\n var i;\n\n if (startIdx >= length || removeCount === 0)\n {\n return;\n }\n\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n\n var len = length - removeCount;\n\n for (i = startIdx; i < len; ++i)\n {\n arr[i] = arr[i + removeCount];\n }\n\n arr.length = len;\n}\n\nvar nextUid = 0;\n\n/**\n * Gets the next unique identifier\n *\n * @memberof PIXI.utils\n * @function uid\n * @return {number} The next unique identifier to use.\n */\nfunction uid()\n{\n return ++nextUid;\n}\n\n/**\n * Returns sign of number\n *\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n)\n{\n if (n === 0) { return 0; }\n\n return n < 0 ? -1 : 1;\n}\n\n// Taken from the bit-twiddle package\n\n/**\n * Rounds to next power of two.\n *\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v input value\n * @return {number}\n */\nfunction nextPow2(v)\n{\n v += v === 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n\n return v + 1;\n}\n\n/**\n * Checks if a number is a power of two.\n *\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v input value\n * @return {boolean} `true` if value is power of two\n */\nfunction isPow2(v)\n{\n return !(v & (v - 1)) && (!!v);\n}\n\n/**\n * Computes ceil of log base 2\n *\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v input value\n * @return {number} logarithm base 2\n */\nfunction log2(v)\n{\n var r = (v > 0xFFFF) << 4;\n\n v >>>= r;\n\n var shift = (v > 0xFF) << 3;\n\n v >>>= shift; r |= shift;\n shift = (v > 0xF) << 2;\n v >>>= shift; r |= shift;\n shift = (v > 0x3) << 1;\n v >>>= shift; r |= shift;\n\n return r | (v >> 1);\n}\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nvar ProgramCache = {};\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nvar TextureCache = Object.create(null);\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\n\nvar BaseTextureCache = Object.create(null);\n/**\n * Destroys all texture in the cache\n *\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache()\n{\n var key;\n\n for (key in TextureCache)\n {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache)\n {\n BaseTextureCache[key].destroy();\n }\n}\n\n/**\n * Removes all textures from cache, but does not destroy them\n *\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache()\n{\n var key;\n\n for (key in TextureCache)\n {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache)\n {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * Trim transparent borders from a canvas\n *\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nfunction trimCanvas(canvas)\n{\n // https://gist.github.com/remy/784508\n\n var width = canvas.width;\n var height = canvas.height;\n\n var context = canvas.getContext('2d');\n var imageData = context.getImageData(0, 0, width, height);\n var pixels = imageData.data;\n var len = pixels.length;\n\n var bound = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n var data = null;\n var i;\n var x;\n var y;\n\n for (i = 0; i < len; i += 4)\n {\n if (pixels[i + 3] !== 0)\n {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n\n if (bound.top === null)\n {\n bound.top = y;\n }\n\n if (bound.left === null)\n {\n bound.left = x;\n }\n else if (x < bound.left)\n {\n bound.left = x;\n }\n\n if (bound.right === null)\n {\n bound.right = x + 1;\n }\n else if (bound.right < x)\n {\n bound.right = x + 1;\n }\n\n if (bound.bottom === null)\n {\n bound.bottom = y;\n }\n else if (bound.bottom < y)\n {\n bound.bottom = y;\n }\n }\n }\n\n if (bound.top !== null)\n {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n\n return {\n height: height,\n width: width,\n data: data,\n };\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n *\n * @class\n * @memberof PIXI.utils\n */\nvar CanvasRenderTarget = function CanvasRenderTarget(width, height, resolution)\n{\n /**\n * The Canvas object that belongs to this CanvasRenderTarget.\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = document.createElement('canvas');\n\n /**\n * A CanvasRenderingContext2D object representing a two-dimensional rendering context.\n *\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n this.resolution = resolution || settings.RESOLUTION;\n\n this.resize(width, height);\n};\n\nvar prototypeAccessors = { width: { configurable: true },height: { configurable: true } };\n\n/**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n *\n * @private\n */\nCanvasRenderTarget.prototype.clear = function clear ()\n{\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n};\n\n/**\n * Resizes the canvas to the specified width and height.\n *\n * @param {number} width - the new width of the canvas\n * @param {number} height - the new height of the canvas\n */\nCanvasRenderTarget.prototype.resize = function resize (width, height)\n{\n this.canvas.width = width * this.resolution;\n this.canvas.height = height * this.resolution;\n};\n\n/**\n * Destroys this canvas.\n *\n */\nCanvasRenderTarget.prototype.destroy = function destroy ()\n{\n this.context = null;\n this.canvas = null;\n};\n\n/**\n * The width of the canvas buffer in pixels.\n *\n * @member {number}\n */\nprototypeAccessors.width.get = function ()\n{\n return this.canvas.width;\n};\n\nprototypeAccessors.width.set = function (val) // eslint-disable-line require-jsdoc\n{\n this.canvas.width = val;\n};\n\n/**\n * The height of the canvas buffer in pixels.\n *\n * @member {number}\n */\nprototypeAccessors.height.get = function ()\n{\n return this.canvas.height;\n};\n\nprototypeAccessors.height.set = function (val) // eslint-disable-line require-jsdoc\n{\n this.canvas.height = val;\n};\n\nObject.defineProperties( CanvasRenderTarget.prototype, prototypeAccessors );\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nvar DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * Typedef for decomposeDataUri return object.\n *\n * @memberof PIXI.utils\n * @typedef {object} DecomposedDataUri\n * @property {string} mediaType Media type, eg. `image`\n * @property {string} subType Sub type, eg. `png`\n * @property {string} encoding Data encoding, eg. `base64`\n * @property {string} data The actual data\n */\n\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n *\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @return {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri)\n{\n var dataUriMatch = DATA_URI.exec(dataUri);\n\n if (dataUriMatch)\n {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n\n return undefined;\n}\n\nvar tempAnchor;\n\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n *\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\nfunction determineCrossOrigin(url, loc)\n{\n if ( loc === void 0 ) loc = window.location;\n\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0)\n {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor)\n {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = _url.parse(tempAnchor.href);\n\n var samePort = (!url.port && loc.port === '') || (url.port === loc.port);\n\n // if cross origin\n if (url.hostname !== loc.hostname || !samePort || url.protocol !== loc.protocol)\n {\n return 'anonymous';\n }\n\n return '';\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n *\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @return {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue)\n{\n var resolution = settings.RETINA_PREFIX.exec(url);\n\n if (resolution)\n {\n return parseFloat(resolution[1]);\n }\n\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\n// A map of warning messages already fired\nvar warnings = {};\n\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n *\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth)\n{\n if ( ignoreDepth === void 0 ) ignoreDepth = 3;\n\n // Ignore duplicat\n if (warnings[message])\n {\n return;\n }\n\n /* eslint-disable no-console */\n var stack = new Error().stack;\n\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined')\n {\n console.warn('PixiJS Deprecation Warning: ', (message + \"\\nDeprecated since v\" + version));\n }\n else\n {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n\n if (console.groupCollapsed)\n {\n console.groupCollapsed(\n '%cPixiJS Deprecation Warning: %c%s',\n 'color:#614108;background:#fffbe6',\n 'font-weight:normal;color:#614108;background:#fffbe6',\n (message + \"\\nDeprecated since v\" + version)\n );\n console.warn(stack);\n console.groupEnd();\n }\n else\n {\n console.warn('PixiJS Deprecation Warning: ', (message + \"\\nDeprecated since v\" + version));\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n\n warnings[message] = true;\n}\n\n/**\n * Generalized convenience utilities for PIXI.\n * @example\n * // Extend PIXI's internal Event Emitter.\n * class MyEmitter extends PIXI.utils.EventEmitter {\n * constructor() {\n * super();\n * console.log(\"Emitter created!\");\n * }\n * }\n *\n * // Get info on current device\n * console.log(PIXI.utils.isMobile);\n *\n * // Convert hex color to string\n * console.log(PIXI.utils.hex2string(0xff00ff)); // returns: \"#ff00ff\"\n * @namespace PIXI.utils\n */\n\nexport { BaseTextureCache, CanvasRenderTarget, DATA_URI, ProgramCache, TextureCache, clearTextureCache, correctBlendMode, createIndicesForQuads, decomposeDataUri, deprecation, destroyTextureCache, determineCrossOrigin, getResolutionOfUrl, hex2rgb, hex2string, isPow2, isWebGLSupported, log2, nextPow2, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba, removeItems, rgb2hex, sayHello, sign, skipHello, string2hex, trimCanvas, uid };\n//# sourceMappingURL=utils.es.js.map\n","/*!\n * @pixi/math - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * @class\n * @memberof PIXI\n */\nvar Point = function Point(x, y)\n{\n if ( x === void 0 ) x = 0;\n if ( y === void 0 ) y = 0;\n\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n};\n\n/**\n * Creates a clone of this point\n *\n * @return {PIXI.Point} a copy of the point\n */\nPoint.prototype.clone = function clone ()\n{\n return new Point(this.x, this.y);\n};\n\n/**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPoint} p - The point to copy from\n * @returns {PIXI.IPoint} Returns itself.\n */\nPoint.prototype.copyFrom = function copyFrom (p)\n{\n this.set(p.x, p.y);\n\n return this;\n};\n\n/**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\nPoint.prototype.copyTo = function copyTo (p)\n{\n p.set(this.x, this.y);\n\n return p;\n};\n\n/**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPoint} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\nPoint.prototype.equals = function equals (p)\n{\n return (p.x === this.x) && (p.y === this.y);\n};\n\n/**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\nPoint.prototype.set = function set (x, y)\n{\n this.x = x || 0;\n this.y = y || ((y !== 0) ? this.x : 0);\n};\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * An ObservablePoint is a point that triggers a callback when the point's position is changed.\n *\n * @class\n * @memberof PIXI\n */\nvar ObservablePoint = function ObservablePoint(cb, scope, x, y)\n{\n if ( x === void 0 ) x = 0;\n if ( y === void 0 ) y = 0;\n\n this._x = x;\n this._y = y;\n\n this.cb = cb;\n this.scope = scope;\n};\n\nvar prototypeAccessors = { x: { configurable: true },y: { configurable: true } };\n\n/**\n * Creates a clone of this point.\n * The callback and scope params can be overidden otherwise they will default\n * to the clone object's values.\n *\n * @override\n * @param {Function} [cb=null] - callback when changed\n * @param {object} [scope=null] - owner of callback\n * @return {PIXI.ObservablePoint} a copy of the point\n */\nObservablePoint.prototype.clone = function clone (cb, scope)\n{\n if ( cb === void 0 ) cb = null;\n if ( scope === void 0 ) scope = null;\n\n var _cb = cb || this.cb;\n var _scope = scope || this.scope;\n\n return new ObservablePoint(_cb, _scope, this._x, this._y);\n};\n\n/**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\nObservablePoint.prototype.set = function set (x, y)\n{\n var _x = x || 0;\n var _y = y || ((y !== 0) ? _x : 0);\n\n if (this._x !== _x || this._y !== _y)\n {\n this._x = _x;\n this._y = _y;\n this.cb.call(this.scope);\n }\n};\n\n/**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPoint} p - The point to copy from.\n * @returns {PIXI.IPoint} Returns itself.\n */\nObservablePoint.prototype.copyFrom = function copyFrom (p)\n{\n if (this._x !== p.x || this._y !== p.y)\n {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n\n return this;\n};\n\n/**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\nObservablePoint.prototype.copyTo = function copyTo (p)\n{\n p.set(this._x, this._y);\n\n return p;\n};\n\n/**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPoint} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\nObservablePoint.prototype.equals = function equals (p)\n{\n return (p.x === this._x) && (p.y === this._y);\n};\n\n/**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\nprototypeAccessors.x.get = function ()\n{\n return this._x;\n};\n\nprototypeAccessors.x.set = function (value) // eslint-disable-line require-jsdoc\n{\n if (this._x !== value)\n {\n this._x = value;\n this.cb.call(this.scope);\n }\n};\n\n/**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\nprototypeAccessors.y.get = function ()\n{\n return this._y;\n};\n\nprototypeAccessors.y.set = function (value) // eslint-disable-line require-jsdoc\n{\n if (this._y !== value)\n {\n this._y = value;\n this.cb.call(this.scope);\n }\n};\n\nObject.defineProperties( ObservablePoint.prototype, prototypeAccessors );\n\n/**\n * A number, or a string containing a number.\n * @memberof PIXI\n * @typedef {(PIXI.Point|PIXI.ObservablePoint)} IPoint\n */\n\n/**\n * Two Pi.\n *\n * @static\n * @constant {number} PI_2\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n\n/**\n * Conversion factor for converting radians to degrees.\n *\n * @static\n * @constant {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * Conversion factor for converting degrees to radians.\n *\n * @static\n * @constant {number} DEG_TO_RAD\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {object}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES = {\n POLY: 0,\n RECT: 1,\n CIRC: 2,\n ELIP: 3,\n RREC: 4,\n};\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @class\n * @memberof PIXI\n */\nvar Matrix = function Matrix(a, b, c, d, tx, ty)\n{\n if ( a === void 0 ) a = 1;\n if ( b === void 0 ) b = 0;\n if ( c === void 0 ) c = 0;\n if ( d === void 0 ) d = 1;\n if ( tx === void 0 ) tx = 0;\n if ( ty === void 0 ) ty = 0;\n\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n\n this.array = null;\n};\n\nvar staticAccessors = { IDENTITY: { configurable: true },TEMP_MATRIX: { configurable: true } };\n\n/**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\nMatrix.prototype.fromArray = function fromArray (array)\n{\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n};\n\n/**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\nMatrix.prototype.set = function set (a, b, c, d, tx, ty)\n{\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n};\n\n/**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\nMatrix.prototype.toArray = function toArray (transpose, out)\n{\n if (!this.array)\n {\n this.array = new Float32Array(9);\n }\n\n var array = out || this.array;\n\n if (transpose)\n {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else\n {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n};\n\n/**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\nMatrix.prototype.apply = function apply (pos, newPos)\n{\n newPos = newPos || new Point();\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n\n return newPos;\n};\n\n/**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\nMatrix.prototype.applyInverse = function applyInverse (pos, newPos)\n{\n newPos = newPos || new Point();\n\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n\n return newPos;\n};\n\n/**\n * Translates the matrix on the x and y.\n *\n * @param {number} x How much to translate x by\n * @param {number} y How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\nMatrix.prototype.translate = function translate (x, y)\n{\n this.tx += x;\n this.ty += y;\n\n return this;\n};\n\n/**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x The amount to scale horizontally\n * @param {number} y The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\nMatrix.prototype.scale = function scale (x, y)\n{\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n};\n\n/**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\nMatrix.prototype.rotate = function rotate (angle)\n{\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n\n return this;\n};\n\n/**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\nMatrix.prototype.append = function append (matrix)\n{\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n\n return this;\n};\n\n/**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\nMatrix.prototype.setTransform = function setTransform (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY)\n{\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n\n return this;\n};\n\n/**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\nMatrix.prototype.prepend = function prepend (matrix)\n{\n var tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1)\n {\n var a1 = this.a;\n var c1 = this.c;\n\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n\n return this;\n};\n\n/**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform} transform - The transform to apply the properties to.\n * @return {PIXI.Transform} The transform with the newly applied properties\n */\nMatrix.prototype.decompose = function decompose (transform)\n{\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n\n var delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001)\n {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else\n {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n};\n\n/**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\nMatrix.prototype.invert = function invert ()\n{\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n\n return this;\n};\n\n/**\n * Resets this Matrix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\nMatrix.prototype.identity = function identity ()\n{\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n\n return this;\n};\n\n/**\n * Creates a new Matrix object with the same values as this one.\n *\n * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.\n */\nMatrix.prototype.clone = function clone ()\n{\n var matrix = new Matrix();\n\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n};\n\n/**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy to.\n * @return {PIXI.Matrix} The matrix given in parameter with its values updated.\n */\nMatrix.prototype.copyTo = function copyTo (matrix)\n{\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n};\n\n/**\n * Changes the values of the matrix to be the same as the ones in given matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @return {PIXI.Matrix} this\n */\nMatrix.prototype.copyFrom = function copyFrom (matrix)\n{\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n\n return this;\n};\n\n/**\n * A default (identity) matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\nstaticAccessors.IDENTITY.get = function ()\n{\n return new Matrix();\n};\n\n/**\n * A temp matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\nstaticAccessors.TEMP_MATRIX.get = function ()\n{\n return new Matrix();\n};\n\nObject.defineProperties( Matrix, staticAccessors );\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group of order 16\n\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\nvar tempMatrices = [];\n\nvar mul = [];\n\nfunction signum(x)\n{\n if (x < 0)\n {\n return -1;\n }\n if (x > 0)\n {\n return 1;\n }\n\n return 0;\n}\n\nfunction init()\n{\n for (var i = 0; i < 16; i++)\n {\n var row = [];\n\n mul.push(row);\n\n for (var j = 0; j < 16; j++)\n {\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n\n for (var k = 0; k < 16; k++)\n {\n if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy)\n {\n row.push(k);\n break;\n }\n }\n }\n }\n\n for (var i$1 = 0; i$1 < 16; i$1++)\n {\n var mat = new Matrix();\n\n mat.set(ux[i$1], uy[i$1], vx[i$1], vy[i$1], 0, 0);\n tempMatrices.push(mat);\n }\n}\n\ninit();\n\n/**\n * Implements Dihedral Group D_8, see [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html},\n * D8 is the same but with diagonals. Used for texture rotations.\n *\n * Vector xX(i), xY(i) is U-axis of sprite with rotation i\n * Vector yY(i), yY(i) is V-axis of sprite with rotation i\n * Rotations: 0 grad (0), 90 grad (2), 180 grad (4), 270 grad (6)\n * Mirrors: vertical (8), main diagonal (10), horizontal (12), reverse diagonal (14)\n * This is the small part of gameofbombs.com portal system. It works.\n *\n * @author Ivan @ivanpopelyshev\n * @class\n * @memberof PIXI\n */\nvar GroupD8 = {\n E: 0,\n SE: 1,\n S: 2,\n SW: 3,\n W: 4,\n NW: 5,\n N: 6,\n NE: 7,\n MIRROR_VERTICAL: 8,\n MIRROR_HORIZONTAL: 12,\n uX: function (ind) { return ux[ind]; },\n uY: function (ind) { return uy[ind]; },\n vX: function (ind) { return vx[ind]; },\n vY: function (ind) { return vy[ind]; },\n inv: function (rotation) {\n if (rotation & 8)\n {\n return rotation & 15;\n }\n\n return (-rotation) & 7;\n },\n add: function (rotationSecond, rotationFirst) { return mul[rotationSecond][rotationFirst]; },\n sub: function (rotationSecond, rotationFirst) { return mul[rotationSecond][GroupD8.inv(rotationFirst)]; },\n\n /**\n * Adds 180 degrees to rotation. Commutative operation.\n *\n * @memberof PIXI.GroupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n\n /**\n * Direction of main vector can be horizontal, vertical or diagonal.\n * Some objects work with vertical directions different.\n *\n * @memberof PIXI.GroupD8\n * @param {number} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n\n /**\n * @memberof PIXI.GroupD8\n * @param {number} dx - TODO\n * @param {number} dy - TODO\n *\n * @return {number} TODO\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy))\n {\n if (dy >= 0)\n {\n return GroupD8.S;\n }\n\n return GroupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx))\n {\n if (dx > 0)\n {\n return GroupD8.E;\n }\n\n return GroupD8.W;\n }\n else if (dy > 0)\n {\n if (dx > 0)\n {\n return GroupD8.SE;\n }\n\n return GroupD8.SW;\n }\n else if (dx > 0)\n {\n return GroupD8.NE;\n }\n\n return GroupD8.NW;\n },\n\n /**\n * Helps sprite to compensate texture packer rotation.\n *\n * @memberof PIXI.GroupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {number} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if ( tx === void 0 ) tx = 0;\n if ( ty === void 0 ) ty = 0;\n\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = tempMatrices[GroupD8.inv(rotation)];\n\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions\n *\n * @class\n * @memberof PIXI\n */\nvar Transform = function Transform()\n{\n /**\n * The global matrix transform. It can be swapped temporarily by some functions like getLocalBounds()\n *\n * @member {PIXI.Matrix}\n */\n this.worldTransform = new Matrix();\n\n /**\n * The local matrix transform\n *\n * @member {PIXI.Matrix}\n */\n this.localTransform = new Matrix();\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The scale factor of the object.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n\n /**\n * The pivot point of the displayObject that it rotates around.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The skew amount, on the x and y axis.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n\n this._rotation = 0;\n\n this._cx = 1; // cos rotation + skewY;\n this._sx = 0; // sin rotation + skewY;\n this._cy = 0; // cos rotation + Math.PI/2 - skewX;\n this._sy = 1; // sin rotation + Math.PI/2 - skewX;\n\n this._localID = 0;\n this._currentLocalID = 0;\n\n this._worldID = 0;\n this._parentID = 0;\n};\n\nvar prototypeAccessors$1 = { rotation: { configurable: true } };\n\n/**\n * Called when a value changes.\n *\n * @private\n */\nTransform.prototype.onChange = function onChange ()\n{\n this._localID++;\n};\n\n/**\n * Called when skew or rotation changes\n *\n * @private\n */\nTransform.prototype.updateSkew = function updateSkew ()\n{\n this._cx = Math.cos(this._rotation + this.skew._y);\n this._sx = Math.sin(this._rotation + this.skew._y);\n this._cy = -Math.sin(this._rotation - this.skew._x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew._x); // sin, added PI/2\n\n this._localID++;\n};\n\n/**\n * Updates only local matrix\n */\nTransform.prototype.updateLocalTransform = function updateLocalTransform ()\n{\n var lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale._x;\n lt.b = this._sx * this.scale._x;\n lt.c = this._cy * this.scale._y;\n lt.d = this._sy * this.scale._y;\n\n lt.tx = this.position._x - ((this.pivot._x * lt.a) + (this.pivot._y * lt.c));\n lt.ty = this.position._y - ((this.pivot._x * lt.b) + (this.pivot._y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n};\n\n/**\n * Updates the values of the object and applies the parent's transform.\n *\n * @param {PIXI.Transform} parentTransform - The transform of the parent of this object\n */\nTransform.prototype.updateTransform = function updateTransform (parentTransform)\n{\n var lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale._x;\n lt.b = this._sx * this.scale._x;\n lt.c = this._cy * this.scale._y;\n lt.d = this._sy * this.scale._y;\n\n lt.tx = this.position._x - ((this.pivot._x * lt.a) + (this.pivot._y * lt.c));\n lt.ty = this.position._y - ((this.pivot._x * lt.b) + (this.pivot._y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n\n if (this._parentID !== parentTransform._worldID)\n {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n\n this._parentID = parentTransform._worldID;\n\n // update the id of the transform..\n this._worldID++;\n }\n};\n\n/**\n * Decomposes a matrix and sets the transforms properties based on it.\n *\n * @param {PIXI.Matrix} matrix - The matrix to decompose\n */\nTransform.prototype.setFromMatrix = function setFromMatrix (matrix)\n{\n matrix.decompose(this);\n this._localID++;\n};\n\n/**\n * The rotation of the object in radians.\n *\n * @member {number}\n */\nprototypeAccessors$1.rotation.get = function ()\n{\n return this._rotation;\n};\n\nprototypeAccessors$1.rotation.set = function (value) // eslint-disable-line require-jsdoc\n{\n if (this._rotation !== value)\n {\n this._rotation = value;\n this.updateSkew();\n }\n};\n\nObject.defineProperties( Transform.prototype, prototypeAccessors$1 );\n\nTransform.IDENTITY = new Transform();\n\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n *\n * @class\n * @memberof PIXI\n */\nvar Rectangle = function Rectangle(x, y, width, height)\n{\n if ( x === void 0 ) x = 0;\n if ( y === void 0 ) y = 0;\n if ( width === void 0 ) width = 0;\n if ( height === void 0 ) height = 0;\n\n /**\n * @member {number}\n * @default 0\n */\n this.x = Number(x);\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = Number(y);\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = Number(width);\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = Number(height);\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.RECT\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RECT;\n};\n\nvar prototypeAccessors$2 = { left: { configurable: true },right: { configurable: true },top: { configurable: true },bottom: { configurable: true } };\nvar staticAccessors$1 = { EMPTY: { configurable: true } };\n\n/**\n * returns the left edge of the rectangle\n *\n * @member {number}\n */\nprototypeAccessors$2.left.get = function ()\n{\n return this.x;\n};\n\n/**\n * returns the right edge of the rectangle\n *\n * @member {number}\n */\nprototypeAccessors$2.right.get = function ()\n{\n return this.x + this.width;\n};\n\n/**\n * returns the top edge of the rectangle\n *\n * @member {number}\n */\nprototypeAccessors$2.top.get = function ()\n{\n return this.y;\n};\n\n/**\n * returns the bottom edge of the rectangle\n *\n * @member {number}\n */\nprototypeAccessors$2.bottom.get = function ()\n{\n return this.y + this.height;\n};\n\n/**\n * A constant empty rectangle.\n *\n * @static\n * @constant\n * @member {PIXI.Rectangle}\n */\nstaticAccessors$1.EMPTY.get = function ()\n{\n return new Rectangle(0, 0, 0, 0);\n};\n\n/**\n * Creates a clone of this Rectangle\n *\n * @return {PIXI.Rectangle} a copy of the rectangle\n */\nRectangle.prototype.clone = function clone ()\n{\n return new Rectangle(this.x, this.y, this.width, this.height);\n};\n\n/**\n * Copies another rectangle to this one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy from.\n * @return {PIXI.Rectangle} Returns itself.\n */\nRectangle.prototype.copyFrom = function copyFrom (rectangle)\n{\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n\n return this;\n};\n\n/**\n * Copies this rectangle to another one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy to.\n * @return {PIXI.Rectangle} Returns given parameter.\n */\nRectangle.prototype.copyTo = function copyTo (rectangle)\n{\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n\n return rectangle;\n};\n\n/**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rectangle\n */\nRectangle.prototype.contains = function contains (x, y)\n{\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n if (x >= this.x && x < this.x + this.width)\n {\n if (y >= this.y && y < this.y + this.height)\n {\n return true;\n }\n }\n\n return false;\n};\n\n/**\n * Pads the rectangle making it grow in all directions.\n *\n * @param {number} paddingX - The horizontal padding amount.\n * @param {number} paddingY - The vertical padding amount.\n */\nRectangle.prototype.pad = function pad (paddingX, paddingY)\n{\n paddingX = paddingX || 0;\n paddingY = paddingY || ((paddingY !== 0) ? paddingX : 0);\n\n this.x -= paddingX;\n this.y -= paddingY;\n\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n};\n\n/**\n * Fits this rectangle around the passed one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to fit.\n */\nRectangle.prototype.fit = function fit (rectangle)\n{\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n};\n\n/**\n * Enlarges rectangle that way its corners lie on grid\n *\n * @param {number} [resolution=1] resolution\n * @param {number} [eps=0.001] precision\n */\nRectangle.prototype.ceil = function ceil (resolution, eps)\n{\n if ( resolution === void 0 ) resolution = 1;\n if ( eps === void 0 ) eps = 0.001;\n\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n};\n\n/**\n * Enlarges this rectangle to include the passed rectangle.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to include.\n */\nRectangle.prototype.enlarge = function enlarge (rectangle)\n{\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n};\n\nObject.defineProperties( Rectangle.prototype, prototypeAccessors$2 );\nObject.defineProperties( Rectangle, staticAccessors$1 );\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nvar Circle = function Circle(x, y, radius)\n{\n if ( x === void 0 ) x = 0;\n if ( y === void 0 ) y = 0;\n if ( radius === void 0 ) radius = 0;\n\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.CIRC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.CIRC;\n};\n\n/**\n * Creates a clone of this Circle instance\n *\n * @return {PIXI.Circle} a copy of the Circle\n */\nCircle.prototype.clone = function clone ()\n{\n return new Circle(this.x, this.y, this.radius);\n};\n\n/**\n * Checks whether the x and y coordinates given are contained within this circle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Circle\n */\nCircle.prototype.contains = function contains (x, y)\n{\n if (this.radius <= 0)\n {\n return false;\n }\n\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n\n dx *= dx;\n dy *= dy;\n\n return (dx + dy <= r2);\n};\n\n/**\n* Returns the framing rectangle of the circle as a Rectangle object\n*\n* @return {PIXI.Rectangle} the framing rectangle\n*/\nCircle.prototype.getBounds = function getBounds ()\n{\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n};\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nvar Ellipse = function Ellipse(x, y, halfWidth, halfHeight)\n{\n if ( x === void 0 ) x = 0;\n if ( y === void 0 ) y = 0;\n if ( halfWidth === void 0 ) halfWidth = 0;\n if ( halfHeight === void 0 ) halfHeight = 0;\n\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = halfWidth;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = halfHeight;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.ELIP\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.ELIP;\n};\n\n/**\n * Creates a clone of this Ellipse instance\n *\n * @return {PIXI.Ellipse} a copy of the ellipse\n */\nEllipse.prototype.clone = function clone ()\n{\n return new Ellipse(this.x, this.y, this.width, this.height);\n};\n\n/**\n * Checks whether the x and y coordinates given are contained within this ellipse\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coords are within this ellipse\n */\nEllipse.prototype.contains = function contains (x, y)\n{\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n\n normx *= normx;\n normy *= normy;\n\n return (normx + normy <= 1);\n};\n\n/**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n *\n * @return {PIXI.Rectangle} the framing rectangle\n */\nEllipse.prototype.getBounds = function getBounds ()\n{\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n};\n\n/**\n * A class to define a shape via user defined co-orinates.\n *\n * @class\n * @memberof PIXI\n */\nvar Polygon = function Polygon()\n{\n var points = [], len = arguments.length;\n while ( len-- ) points[ len ] = arguments[ len ];\n\n if (Array.isArray(points[0]))\n {\n points = points[0];\n }\n\n // if this is an array of points, convert it to a flat array of numbers\n if (points[0] instanceof Point)\n {\n var p = [];\n\n for (var i = 0, il = points.length; i < il; i++)\n {\n p.push(points[i].x, points[i].y);\n }\n\n points = p;\n }\n\n /**\n * An array of the points of this polygon\n *\n * @member {number[]}\n */\n this.points = points;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.POLY\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.POLY;\n\n /**\n * `false` after moveTo, `true` after `closePath`. In all other cases it is `true`.\n * @member {boolean}\n * @default true\n */\n this.closeStroke = true;\n};\n\n/**\n * Creates a clone of this polygon\n *\n * @return {PIXI.Polygon} a copy of the polygon\n */\nPolygon.prototype.clone = function clone ()\n{\n var polygon = new Polygon(this.points.slice());\n\n polygon.closeStroke = this.closeStroke;\n\n return polygon;\n};\n\n/**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this polygon\n */\nPolygon.prototype.contains = function contains (x, y)\n{\n var inside = false;\n\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n\n for (var i = 0, j = length - 1; i < length; j = i++)\n {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n\n if (intersect)\n {\n inside = !inside;\n }\n }\n\n return inside;\n};\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n *\n * @class\n * @memberof PIXI\n */\nvar RoundedRectangle = function RoundedRectangle(x, y, width, height, radius)\n{\n if ( x === void 0 ) x = 0;\n if ( y === void 0 ) y = 0;\n if ( width === void 0 ) width = 0;\n if ( height === void 0 ) height = 0;\n if ( radius === void 0 ) radius = 20;\n\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = width;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = height;\n\n /**\n * @member {number}\n * @default 20\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readonly\n * @default PIXI.SHAPES.RREC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RREC;\n};\n\n/**\n * Creates a clone of this Rounded Rectangle\n *\n * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle\n */\nRoundedRectangle.prototype.clone = function clone ()\n{\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n};\n\n/**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle\n */\nRoundedRectangle.prototype.contains = function contains (x, y)\n{\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width)\n {\n if (y >= this.y && y <= this.y + this.height)\n {\n if ((y >= this.y + this.radius && y <= this.y + this.height - this.radius)\n || (x >= this.x + this.radius && x <= this.x + this.width - this.radius))\n {\n return true;\n }\n var dx = x - (this.x + this.radius);\n var dy = y - (this.y + this.radius);\n var radius2 = this.radius * this.radius;\n\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.width - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dy = y - (this.y + this.height - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n }\n }\n\n return false;\n};\n\n/**\n * Math classes and utilities mixed into PIXI namespace.\n *\n * @lends PIXI\n */\n\nexport { Circle, DEG_TO_RAD, Ellipse, GroupD8, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform };\n//# sourceMappingURL=math.es.js.map\n","/*!\n * @pixi/display - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n *\n * @class\n * @memberof PIXI\n */\nvar Bounds = function Bounds()\n{\n /**\n * @member {number}\n * @default 0\n */\n this.minX = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.minY = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxX = -Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxY = -Infinity;\n\n this.rect = null;\n};\n\n/**\n * Checks if bounds are empty.\n *\n * @return {boolean} True if empty.\n */\nBounds.prototype.isEmpty = function isEmpty ()\n{\n return this.minX > this.maxX || this.minY > this.maxY;\n};\n\n/**\n * Clears the bounds and resets.\n *\n */\nBounds.prototype.clear = function clear ()\n{\n this.updateID++;\n\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n};\n\n/**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n *\n * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n * @returns {PIXI.Rectangle} A rectangle of the bounds\n */\nBounds.prototype.getRectangle = function getRectangle (rect)\n{\n if (this.minX > this.maxX || this.minY > this.maxY)\n {\n return Rectangle.EMPTY;\n }\n\n rect = rect || new Rectangle(0, 0, 1, 1);\n\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n\n return rect;\n};\n\n/**\n * This function should be inlined when its possible.\n *\n * @param {PIXI.Point} point - The point to add.\n */\nBounds.prototype.addPoint = function addPoint (point)\n{\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n};\n\n/**\n * Adds a quad, not transformed\n *\n * @param {Float32Array} vertices - The verts to add.\n */\nBounds.prototype.addQuad = function addQuad (vertices)\n{\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = vertices[0];\n var y = vertices[1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n};\n\n/**\n * Adds sprite frame, transformed.\n *\n * @param {PIXI.Transform} transform - TODO\n * @param {number} x0 - TODO\n * @param {number} y0 - TODO\n * @param {number} x1 - TODO\n * @param {number} y1 - TODO\n */\nBounds.prototype.addFrame = function addFrame (transform, x0, y0, x1, y1)\n{\n var matrix = transform.worldTransform;\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n};\n\n/**\n * Adds screen vertices from array\n *\n * @param {Float32Array} vertexData - calculated vertices\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\nBounds.prototype.addVertexData = function addVertexData (vertexData, beginOffset, endOffset)\n{\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n for (var i = beginOffset; i < endOffset; i += 2)\n {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n};\n\n/**\n * Add an array of mesh vertices\n *\n * @param {PIXI.Transform} transform - mesh transform\n * @param {Float32Array} vertices - mesh coordinates in array\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\nBounds.prototype.addVertices = function addVertices (transform, vertices, beginOffset, endOffset)\n{\n var matrix = transform.worldTransform;\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n for (var i = beginOffset; i < endOffset; i += 2)\n {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n};\n\n/**\n * Adds other Bounds\n *\n * @param {PIXI.Bounds} bounds - TODO\n */\nBounds.prototype.addBounds = function addBounds (bounds)\n{\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n};\n\n/**\n * Adds other Bounds, masked with Bounds\n *\n * @param {PIXI.Bounds} bounds - TODO\n * @param {PIXI.Bounds} mask - TODO\n */\nBounds.prototype.addBoundsMask = function addBoundsMask (bounds, mask)\n{\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n};\n\n/**\n * Adds other Bounds, masked with Rectangle\n *\n * @param {PIXI.Bounds} bounds - TODO\n * @param {PIXI.Rectangle} area - TODO\n */\nBounds.prototype.addBoundsArea = function addBoundsArea (bounds, area)\n{\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n};\n\n// _tempDisplayObjectParent = new DisplayObject();\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and should not be used on its own; rather it should be extended.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar DisplayObject = /*@__PURE__*/(function (EventEmitter) {\n function DisplayObject()\n {\n EventEmitter.call(this);\n\n this.tempDisplayObjectParent = null;\n\n // TODO: need to create Transform from factory\n /**\n * World transform and local transform of this object.\n * This will become read-only later, please do not assign anything there unless you know what are you doing.\n *\n * @member {PIXI.Transform}\n */\n this.transform = new Transform();\n\n /**\n * The opacity of the object.\n *\n * @member {number}\n */\n this.alpha = 1;\n\n /**\n * The visibility of the object. If false the object will not be drawn, and\n * the updateTransform function will not be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually.\n *\n * @member {boolean}\n */\n this.visible = true;\n\n /**\n * Can this object be rendered, if false the object will not be drawn but the updateTransform\n * methods will still be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds manually.\n *\n * @member {boolean}\n */\n this.renderable = true;\n\n /**\n * The display object container that contains this display object.\n *\n * @member {PIXI.Container}\n * @readonly\n */\n this.parent = null;\n\n /**\n * The multiplied alpha of the displayObject.\n *\n * @member {number}\n * @readonly\n */\n this.worldAlpha = 1;\n\n /**\n * Which index in the children array the display component was before the previous zIndex sort.\n * Used by containers to help sort objects with the same zIndex, by using previous array index as the decider.\n *\n * @member {number}\n * @protected\n */\n this._lastSortedIndex = 0;\n\n /**\n * The zIndex of the displayObject.\n * A higher value will mean it will be rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n * @protected\n */\n this._zIndex = 0;\n\n /**\n * The area the filter is applied to. This is used as more of an optimization\n * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.\n *\n * Also works as an interaction mask.\n *\n * @member {?PIXI.Rectangle}\n */\n this.filterArea = null;\n\n /**\n * Sets the filters for the displayObject.\n * * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * To remove filters simply set this property to `'null'`.\n *\n * @member {?PIXI.Filter[]}\n */\n this.filters = null;\n this._enabledFilters = null;\n\n /**\n * The bounds object, this is used to calculate and store the bounds of the displayObject.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._bounds = new Bounds();\n this._boundsID = 0;\n this._lastBoundsID = -1;\n this._boundsRect = null;\n this._localBoundsRect = null;\n\n /**\n * The original, cached mask of the object.\n *\n * @member {PIXI.Graphics|PIXI.Sprite}\n * @protected\n */\n this._mask = null;\n\n /**\n * Fired when this DisplayObject is added to a Container.\n *\n * @event PIXI.DisplayObject#added\n * @param {PIXI.Container} container - The container added to.\n */\n\n /**\n * Fired when this DisplayObject is removed from a Container.\n *\n * @event PIXI.DisplayObject#removed\n * @param {PIXI.Container} container - The container removed from.\n */\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @protected\n */\n this._destroyed = false;\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = false;\n }\n\n if ( EventEmitter ) DisplayObject.__proto__ = EventEmitter;\n DisplayObject.prototype = Object.create( EventEmitter && EventEmitter.prototype );\n DisplayObject.prototype.constructor = DisplayObject;\n\n var prototypeAccessors = { _tempDisplayObjectParent: { configurable: true },x: { configurable: true },y: { configurable: true },worldTransform: { configurable: true },localTransform: { configurable: true },position: { configurable: true },scale: { configurable: true },pivot: { configurable: true },skew: { configurable: true },rotation: { configurable: true },angle: { configurable: true },zIndex: { configurable: true },worldVisible: { configurable: true },mask: { configurable: true } };\n\n /**\n * @protected\n * @member {PIXI.DisplayObject}\n */\n DisplayObject.mixin = function mixin (source)\n {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));\n\n // get all the enumerable property keys\n var keys = Object.keys(source);\n\n // loop through properties\n for (var i = 0; i < keys.length; ++i)\n {\n var propertyName = keys[i];\n\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(\n DisplayObject.prototype,\n propertyName,\n Object.getOwnPropertyDescriptor(source, propertyName)\n );\n }\n };\n\n prototypeAccessors._tempDisplayObjectParent.get = function ()\n {\n if (this.tempDisplayObjectParent === null)\n {\n this.tempDisplayObjectParent = new DisplayObject();\n }\n\n return this.tempDisplayObjectParent;\n };\n\n /**\n * Updates the object transform for rendering.\n *\n * TODO - Optimization pass!\n */\n DisplayObject.prototype.updateTransform = function updateTransform ()\n {\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n this._bounds.updateID++;\n };\n\n /**\n * Recursively updates transform of all objects from the root to this one\n * internal function for toLocal()\n */\n DisplayObject.prototype._recursivePostUpdateTransform = function _recursivePostUpdateTransform ()\n {\n if (this.parent)\n {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else\n {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n\n /**\n * Retrieves the bounds of the displayObject as a rectangle object.\n *\n * @param {boolean} [skipUpdate] - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n DisplayObject.prototype.getBounds = function getBounds (skipUpdate, rect)\n {\n if (!skipUpdate)\n {\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n\n if (this._boundsID !== this._lastBoundsID)\n {\n this.calculateBounds();\n }\n\n if (!rect)\n {\n if (!this._boundsRect)\n {\n this._boundsRect = new Rectangle();\n }\n\n rect = this._boundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n };\n\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function getLocalBounds (rect)\n {\n var transformRef = this.transform;\n var parentRef = this.parent;\n\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n var bounds = this.getBounds(false, rect);\n\n this.parent = parentRef;\n this.transform = transformRef;\n\n return bounds;\n };\n\n /**\n * Calculates the global position of the display object.\n *\n * @param {PIXI.IPoint} position - The world origin to calculate from.\n * @param {PIXI.IPoint} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform.\n * @return {PIXI.IPoint} A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function toGlobal (position, point, skipUpdate)\n {\n if ( skipUpdate === void 0 ) skipUpdate = false;\n\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n\n /**\n * Calculates the local position of the display object relative to another point.\n *\n * @param {PIXI.IPoint} position - The world origin to calculate from.\n * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from.\n * @param {PIXI.IPoint} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform\n * @return {PIXI.IPoint} A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function toLocal (position, from, point, skipUpdate)\n {\n if (from)\n {\n position = from.toGlobal(position, point, skipUpdate);\n }\n\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n\n /**\n * Renders the object using the WebGL renderer.\n *\n * @param {PIXI.Renderer} renderer - The renderer.\n */\n DisplayObject.prototype.render = function render (renderer) // eslint-disable-line no-unused-vars\n {\n // OVERWRITE;\n };\n\n /**\n * Set the parent Container of this DisplayObject.\n *\n * @param {PIXI.Container} container - The Container to add this DisplayObject to.\n * @return {PIXI.Container} The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function setParent (container)\n {\n if (!container || !container.addChild)\n {\n throw new Error('setParent: Argument must be a Container');\n }\n\n container.addChild(this);\n\n return container;\n };\n\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n *\n * @param {number} [x=0] - The X position\n * @param {number} [y=0] - The Y position\n * @param {number} [scaleX=1] - The X scale value\n * @param {number} [scaleY=1] - The Y scale value\n * @param {number} [rotation=0] - The rotation\n * @param {number} [skewX=0] - The X skew value\n * @param {number} [skewY=0] - The Y skew value\n * @param {number} [pivotX=0] - The X pivot value\n * @param {number} [pivotY=0] - The Y pivot value\n * @return {PIXI.DisplayObject} The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function setTransform (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY)\n {\n if ( x === void 0 ) x = 0;\n if ( y === void 0 ) y = 0;\n if ( scaleX === void 0 ) scaleX = 1;\n if ( scaleY === void 0 ) scaleY = 1;\n if ( rotation === void 0 ) rotation = 0;\n if ( skewX === void 0 ) skewX = 0;\n if ( skewY === void 0 ) skewY = 0;\n if ( pivotX === void 0 ) pivotX = 0;\n if ( pivotY === void 0 ) pivotY = 0;\n\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n\n return this;\n };\n\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n *\n */\n DisplayObject.prototype.destroy = function destroy ()\n {\n this.removeAllListeners();\n if (this.parent)\n {\n this.parent.removeChild(this);\n }\n this.transform = null;\n\n this.parent = null;\n\n this._bounds = null;\n this._currentBounds = null;\n this._mask = null;\n\n this.filterArea = null;\n\n this.interactive = false;\n this.interactiveChildren = false;\n\n this._destroyed = true;\n };\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n *\n * @member {number}\n */\n prototypeAccessors.x.get = function ()\n {\n return this.position.x;\n };\n\n prototypeAccessors.x.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.transform.position.x = value;\n };\n\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n *\n * @member {number}\n */\n prototypeAccessors.y.get = function ()\n {\n return this.position.y;\n };\n\n prototypeAccessors.y.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.transform.position.y = value;\n };\n\n /**\n * Current transform of the object based on world (parent) factors.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n prototypeAccessors.worldTransform.get = function ()\n {\n return this.transform.worldTransform;\n };\n\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n prototypeAccessors.localTransform.get = function ()\n {\n return this.transform.localTransform;\n };\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.IPoint}\n */\n prototypeAccessors.position.get = function ()\n {\n return this.transform.position;\n };\n\n prototypeAccessors.position.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.transform.position.copyFrom(value);\n };\n\n /**\n * The scale factor of the object.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.IPoint}\n */\n prototypeAccessors.scale.get = function ()\n {\n return this.transform.scale;\n };\n\n prototypeAccessors.scale.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.transform.scale.copyFrom(value);\n };\n\n /**\n * The pivot point of the displayObject that it rotates around.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.IPoint}\n */\n prototypeAccessors.pivot.get = function ()\n {\n return this.transform.pivot;\n };\n\n prototypeAccessors.pivot.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.transform.pivot.copyFrom(value);\n };\n\n /**\n * The skew factor for the object in radians.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n prototypeAccessors.skew.get = function ()\n {\n return this.transform.skew;\n };\n\n prototypeAccessors.skew.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.transform.skew.copyFrom(value);\n };\n\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n prototypeAccessors.rotation.get = function ()\n {\n return this.transform.rotation;\n };\n\n prototypeAccessors.rotation.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.transform.rotation = value;\n };\n\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n prototypeAccessors.angle.get = function ()\n {\n return this.transform.rotation * RAD_TO_DEG;\n };\n\n prototypeAccessors.angle.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.transform.rotation = value * DEG_TO_RAD;\n };\n\n /**\n * The zIndex of the displayObject.\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n */\n prototypeAccessors.zIndex.get = function ()\n {\n return this._zIndex;\n };\n\n prototypeAccessors.zIndex.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._zIndex = value;\n if (this.parent)\n {\n this.parent.sortDirty = true;\n }\n };\n\n /**\n * Indicates if the object is globally visible.\n *\n * @member {boolean}\n * @readonly\n */\n prototypeAccessors.worldVisible.get = function ()\n {\n var item = this;\n\n do\n {\n if (!item.visible)\n {\n return false;\n }\n\n item = item.parent;\n } while (item);\n\n return true;\n };\n\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n *\n * @member {PIXI.Graphics|PIXI.Sprite}\n */\n prototypeAccessors.mask.get = function ()\n {\n return this._mask;\n };\n\n prototypeAccessors.mask.set = function (value) // eslint-disable-line require-jsdoc\n {\n if (this._mask)\n {\n this._mask.renderable = true;\n this._mask.isMask = false;\n }\n\n this._mask = value;\n\n if (this._mask)\n {\n this._mask.renderable = false;\n this._mask.isMask = true;\n }\n };\n\n Object.defineProperties( DisplayObject.prototype, prototypeAccessors );\n\n return DisplayObject;\n}(EventEmitter));\n\n// performance increase to avoid using call.. (10x faster)\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\nfunction sortChildren(a, b)\n{\n if (a.zIndex === b.zIndex)\n {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n\n return a.zIndex - b.zIndex;\n}\n\n/**\n * A Container represents a collection of display objects.\n *\n * It is the base class of all display objects that act as a container for other objects (like Sprites).\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nvar Container = /*@__PURE__*/(function (DisplayObject) {\n function Container()\n {\n DisplayObject.call(this);\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @see PIXI.settings.SORTABLE_CHILDREN\n *\n * @member {boolean}\n */\n this.sortableChildren = settings.SORTABLE_CHILDREN;\n\n /**\n * Should children be sorted by zIndex at the next updateTransform call.\n * Will get automatically set to true if a new child is added, or if a child's zIndex changes.\n *\n * @member {boolean}\n */\n this.sortDirty = false;\n\n /**\n * Fired when a DisplayObject is added to this Container.\n *\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n\n /**\n * Fired when a DisplayObject is removed from this Container.\n *\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n\n if ( DisplayObject ) Container.__proto__ = DisplayObject;\n Container.prototype = Object.create( DisplayObject && DisplayObject.prototype );\n Container.prototype.constructor = Container;\n\n var prototypeAccessors = { width: { configurable: true },height: { configurable: true } };\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @protected\n */\n Container.prototype.onChildrenChange = function onChildrenChange ()\n {\n /* empty */\n };\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n Container.prototype.addChild = function addChild (child)\n {\n var arguments$1 = arguments;\n\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1)\n {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimized by JS runtimes\n for (var i = 0; i < argumentsLength; i++)\n {\n this.addChild(arguments$1[i]);\n }\n }\n else\n {\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n\n return child;\n };\n\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @return {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function addChildAt (child, index)\n {\n if (index < 0 || index > this.children.length)\n {\n throw new Error((child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + (this.children.length)));\n }\n\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.splice(index, 0, child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n\n return child;\n };\n\n /**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @param {PIXI.DisplayObject} child - First display object to swap\n * @param {PIXI.DisplayObject} child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function swapChildren (child, child2)\n {\n if (child === child2)\n {\n return;\n }\n\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function getChildIndex (child)\n {\n var index = this.children.indexOf(child);\n\n if (index === -1)\n {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n return index;\n };\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function setChildIndex (child, index)\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error((\"The index \" + index + \" supplied is out of bounds \" + (this.children.length)));\n }\n\n var currentIndex = this.getChildIndex(child);\n\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n };\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n Container.prototype.getChildAt = function getChildAt (index)\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error((\"getChildAt: Index (\" + index + \") does not exist.\"));\n }\n\n return this.children[index];\n };\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function removeChild (child)\n {\n var arguments$1 = arguments;\n\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1)\n {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimized by JS runtimes\n for (var i = 0; i < argumentsLength; i++)\n {\n this.removeChild(arguments$1[i]);\n }\n }\n else\n {\n var index = this.children.indexOf(child);\n\n if (index === -1) { return null; }\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n\n return child;\n };\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n Container.prototype.removeChildAt = function removeChildAt (index)\n {\n var child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n\n return child;\n };\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n * @returns {PIXI.DisplayObject[]} List of removed children\n */\n Container.prototype.removeChildren = function removeChildren (beginIndex, endIndex)\n {\n if ( beginIndex === void 0 ) beginIndex = 0;\n\n var begin = beginIndex;\n var end = typeof endIndex === 'number' ? endIndex : this.children.length;\n var range = end - begin;\n var removed;\n\n if (range > 0 && range <= end)\n {\n removed = this.children.splice(begin, range);\n\n for (var i = 0; i < removed.length; ++i)\n {\n removed[i].parent = null;\n if (removed[i].transform)\n {\n removed[i].transform._parentID = -1;\n }\n }\n\n this._boundsID++;\n\n this.onChildrenChange(beginIndex);\n\n for (var i$1 = 0; i$1 < removed.length; ++i$1)\n {\n removed[i$1].emit('removed', this);\n this.emit('childRemoved', removed[i$1], this, i$1);\n }\n\n return removed;\n }\n else if (range === 0 && this.children.length === 0)\n {\n return [];\n }\n\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n\n /**\n * Sorts children by zIndex. Previous order is mantained for 2 children with the same zIndex.\n */\n Container.prototype.sortChildren = function sortChildren$1 ()\n {\n var sortRequired = false;\n\n for (var i = 0, j = this.children.length; i < j; ++i)\n {\n var child = this.children[i];\n\n child._lastSortedIndex = i;\n\n if (!sortRequired && child.zIndex !== 0)\n {\n sortRequired = true;\n }\n }\n\n if (sortRequired && this.children.length > 1)\n {\n this.children.sort(sortChildren);\n }\n\n this.sortDirty = false;\n };\n\n /**\n * Updates the transform on all children of this container for rendering\n */\n Container.prototype.updateTransform = function updateTransform ()\n {\n if (this.sortableChildren && this.sortDirty)\n {\n this.sortChildren();\n }\n\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n for (var i = 0, j = this.children.length; i < j; ++i)\n {\n var child = this.children[i];\n\n if (child.visible)\n {\n child.updateTransform();\n }\n }\n };\n\n /**\n * Recalculates the bounds of the container.\n *\n */\n Container.prototype.calculateBounds = function calculateBounds ()\n {\n this._bounds.clear();\n\n this._calculateBounds();\n\n for (var i = 0; i < this.children.length; i++)\n {\n var child = this.children[i];\n\n if (!child.visible || !child.renderable)\n {\n continue;\n }\n\n child.calculateBounds();\n\n // TODO: filter+mask, need to mask both somehow\n if (child._mask)\n {\n child._mask.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, child._mask._bounds);\n }\n else if (child.filterArea)\n {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else\n {\n this._bounds.addBounds(child._bounds);\n }\n }\n\n this._lastBoundsID = this._boundsID;\n };\n\n /**\n * Recalculates the bounds of the object. Override this to\n * calculate the bounds of the specific object (not including children).\n *\n * @protected\n */\n Container.prototype._calculateBounds = function _calculateBounds ()\n {\n // FILL IN//\n };\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype.render = function render (renderer)\n {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || this.filters)\n {\n this.renderAdvanced(renderer);\n }\n else\n {\n this._render(renderer);\n\n // simple render children!\n for (var i = 0, j = this.children.length; i < j; ++i)\n {\n this.children[i].render(renderer);\n }\n }\n };\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype.renderAdvanced = function renderAdvanced (renderer)\n {\n renderer.batch.flush();\n\n var filters = this.filters;\n var mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters)\n {\n if (!this._enabledFilters)\n {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (var i = 0; i < filters.length; i++)\n {\n if (filters[i].enabled)\n {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enabledFilters.length)\n {\n renderer.filter.push(this, this._enabledFilters);\n }\n }\n\n if (mask)\n {\n renderer.mask.push(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._render(renderer);\n\n // now loop through the children and make sure they get rendered\n for (var i$1 = 0, j = this.children.length; i$1 < j; i$1++)\n {\n this.children[i$1].render(renderer);\n }\n\n renderer.batch.flush();\n\n if (mask)\n {\n renderer.mask.pop(this, this._mask);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length)\n {\n renderer.filter.pop();\n }\n };\n\n /**\n * To be overridden by the subclasses.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._render = function _render (renderer) // eslint-disable-line no-unused-vars\n {\n // this is where content itself gets rendered...\n };\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function destroy (options)\n {\n DisplayObject.prototype.destroy.call(this);\n\n this.sortDirty = false;\n\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n\n var oldChildren = this.removeChildren(0, this.children.length);\n\n if (destroyChildren)\n {\n for (var i = 0; i < oldChildren.length; ++i)\n {\n oldChildren[i].destroy(options);\n }\n }\n };\n\n /**\n * The width of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n prototypeAccessors.width.get = function ()\n {\n return this.scale.x * this.getLocalBounds().width;\n };\n\n prototypeAccessors.width.set = function (value) // eslint-disable-line require-jsdoc\n {\n var width = this.getLocalBounds().width;\n\n if (width !== 0)\n {\n this.scale.x = value / width;\n }\n else\n {\n this.scale.x = 1;\n }\n\n this._width = value;\n };\n\n /**\n * The height of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n prototypeAccessors.height.get = function ()\n {\n return this.scale.y * this.getLocalBounds().height;\n };\n\n prototypeAccessors.height.set = function (value) // eslint-disable-line require-jsdoc\n {\n var height = this.getLocalBounds().height;\n\n if (height !== 0)\n {\n this.scale.y = value / height;\n }\n else\n {\n this.scale.y = 1;\n }\n\n this._height = value;\n };\n\n Object.defineProperties( Container.prototype, prototypeAccessors );\n\n return Container;\n}(DisplayObject));\n\n// performance increase to avoid using call.. (10x faster)\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject };\n//# sourceMappingURL=display.es.js.map\n","/*!\n * @pixi/accessibility - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/accessibility is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { DisplayObject } from '@pixi/display';\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.accessibility.AccessibilityManager}.\n *\n * @private\n * @function accessibleTarget\n * @memberof PIXI.accessibility\n * @type {Object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibility.accessibleTarget\n * );\n */\nvar accessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n *\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n\n /**\n * Sets the aria-label attribute of the shadow div\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: false,\n};\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\n\nvar KEY_CODE_TAB = 9;\n\nvar DIV_TOUCH_SIZE = 100;\nvar DIV_TOUCH_POS_X = 0;\nvar DIV_TOUCH_POS_Y = 0;\nvar DIV_TOUCH_ZINDEX = 2;\n\nvar DIV_HOOK_SIZE = 1;\nvar DIV_HOOK_POS_X = -1000;\nvar DIV_HOOK_POS_Y = -1000;\nvar DIV_HOOK_ZINDEX = 2;\n\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n *\n * @class\n * @memberof PIXI.accessibility\n */\nvar AccessibilityManager = function AccessibilityManager(renderer)\n{\n /**\n * @type {?HTMLElement}\n * @private\n */\n this._hookDiv = null;\n if (isMobile.tablet || isMobile.phone)\n {\n this.createTouchHook();\n }\n\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n var div = document.createElement('div');\n\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.position = 'absolute';\n div.style.top = DIV_TOUCH_POS_X + \"px\";\n div.style.left = DIV_TOUCH_POS_Y + \"px\";\n div.style.zIndex = DIV_TOUCH_ZINDEX;\n\n /**\n * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go.\n *\n * @type {HTMLElement}\n * @private\n */\n this.div = div;\n\n /**\n * A simple pool for storing divs.\n *\n * @type {*}\n * @private\n */\n this.pool = [];\n\n /**\n * This is a tick used to check if an object is no longer being rendered.\n *\n * @type {Number}\n * @private\n */\n this.renderId = 0;\n\n /**\n * Setting this to true will visually show the divs.\n *\n * @type {boolean}\n */\n this.debug = false;\n\n /**\n * The renderer this accessibility manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * The array of currently active accessible items.\n *\n * @member {Array<*>}\n * @private\n */\n this.children = [];\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n\n /**\n * A flag\n * @type {boolean}\n * @readonly\n */\n this.isActive = false;\n\n /**\n * A flag\n * @type {boolean}\n * @readonly\n */\n this.isMobileAccessibility = false;\n\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n window.addEventListener('keydown', this._onKeyDown, false);\n};\n\n/**\n * Creates the touch hooks.\n *\n * @private\n */\nAccessibilityManager.prototype.createTouchHook = function createTouchHook ()\n{\n var this$1 = this;\n\n var hookDiv = document.createElement('button');\n\n hookDiv.style.width = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.height = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = DIV_HOOK_POS_X + \"px\";\n hookDiv.style.left = DIV_HOOK_POS_Y + \"px\";\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX;\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'HOOK DIV';\n\n hookDiv.addEventListener('focus', function () {\n this$1.isMobileAccessibility = true;\n this$1.activate();\n this$1.destroyTouchHook();\n });\n\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n};\n\n/**\n * Destroys the touch hooks.\n *\n * @private\n */\nAccessibilityManager.prototype.destroyTouchHook = function destroyTouchHook ()\n{\n if (!this._hookDiv)\n {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n};\n\n/**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n *\n * @private\n */\nAccessibilityManager.prototype.activate = function activate ()\n{\n if (this.isActive)\n {\n return;\n }\n\n this.isActive = true;\n\n window.document.addEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown, false);\n\n this.renderer.on('postrender', this.update, this);\n\n if (this.renderer.view.parentNode)\n {\n this.renderer.view.parentNode.appendChild(this.div);\n }\n};\n\n/**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n *\n * @private\n */\nAccessibilityManager.prototype.deactivate = function deactivate ()\n{\n if (!this.isActive || this.isMobileAccessibility)\n {\n return;\n }\n\n this.isActive = false;\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.addEventListener('keydown', this._onKeyDown, false);\n\n this.renderer.off('postrender', this.update);\n\n if (this.div.parentNode)\n {\n this.div.parentNode.removeChild(this.div);\n }\n};\n\n/**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n *\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\nAccessibilityManager.prototype.updateAccessibleObjects = function updateAccessibleObjects (displayObject)\n{\n if (!displayObject.visible)\n {\n return;\n }\n\n if (displayObject.accessible && displayObject.interactive)\n {\n if (!displayObject._accessibleActive)\n {\n this.addChild(displayObject);\n }\n\n displayObject.renderId = this.renderId;\n }\n\n var children = displayObject.children;\n\n for (var i = 0; i < children.length; i++)\n {\n this.updateAccessibleObjects(children[i]);\n }\n};\n\n/**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n *\n * @private\n */\nAccessibilityManager.prototype.update = function update ()\n{\n if (!this.renderer.renderingToScreen)\n {\n return;\n }\n\n // update children...\n this.updateAccessibleObjects(this.renderer._lastObjectRendered);\n\n var rect = this.renderer.view.getBoundingClientRect();\n var sx = rect.width / this.renderer.width;\n var sy = rect.height / this.renderer.height;\n\n var div = this.div;\n\n div.style.left = (rect.left) + \"px\";\n div.style.top = (rect.top) + \"px\";\n div.style.width = (this.renderer.width) + \"px\";\n div.style.height = (this.renderer.height) + \"px\";\n\n for (var i = 0; i < this.children.length; i++)\n {\n var child = this.children[i];\n\n if (child.renderId !== this.renderId)\n {\n child._accessibleActive = false;\n\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n\n i--;\n\n if (this.children.length === 0)\n {\n this.deactivate();\n }\n }\n else\n {\n // map div to display..\n div = child._accessibleDiv;\n var hitArea = child.hitArea;\n var wt = child.worldTransform;\n\n if (child.hitArea)\n {\n div.style.left = ((wt.tx + (hitArea.x * wt.a)) * sx) + \"px\";\n div.style.top = ((wt.ty + (hitArea.y * wt.d)) * sy) + \"px\";\n\n div.style.width = (hitArea.width * wt.a * sx) + \"px\";\n div.style.height = (hitArea.height * wt.d * sy) + \"px\";\n }\n else\n {\n hitArea = child.getBounds();\n\n this.capHitArea(hitArea);\n\n div.style.left = (hitArea.x * sx) + \"px\";\n div.style.top = (hitArea.y * sy) + \"px\";\n\n div.style.width = (hitArea.width * sx) + \"px\";\n div.style.height = (hitArea.height * sy) + \"px\";\n\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null)\n {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null)\n {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n }\n }\n\n // increment the render id..\n this.renderId++;\n};\n\n/**\n * Adjust the hit area based on the bounds of a display object\n *\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\nAccessibilityManager.prototype.capHitArea = function capHitArea (hitArea)\n{\n if (hitArea.x < 0)\n {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n\n if (hitArea.y < 0)\n {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n\n if (hitArea.x + hitArea.width > this.renderer.width)\n {\n hitArea.width = this.renderer.width - hitArea.x;\n }\n\n if (hitArea.y + hitArea.height > this.renderer.height)\n {\n hitArea.height = this.renderer.height - hitArea.y;\n }\n};\n\n/**\n * Adds a DisplayObject to the accessibility manager\n *\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\nAccessibilityManager.prototype.addChild = function addChild (displayObject)\n{\n //this.activate();\n\n var div = this.pool.pop();\n\n if (!div)\n {\n div = document.createElement('button');\n\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.backgroundColor = this.debug ? 'rgba(255,0,0,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX;\n div.style.borderStyle = 'none';\n\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else\n {\n div.setAttribute('aria-live', 'polite');\n }\n\n if (navigator.userAgent.match(/rv:.*Gecko\\//))\n {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else\n {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null)\n {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null)\n {\n div.title = \"displayObject \" + (displayObject.tabIndex);\n }\n\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null)\n {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n\n //\n\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n};\n\n/**\n * Maps the div button press to pixi's InteractionManager (click)\n *\n * @private\n * @param {MouseEvent} e - The click event.\n */\nAccessibilityManager.prototype._onClick = function _onClick (e)\n{\n var interactionManager = this.renderer.plugins.interaction;\n\n interactionManager.dispatchEvent(e.target.displayObject, 'click', interactionManager.eventData);\n};\n\n/**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n *\n * @private\n * @param {FocusEvent} e - The focus event.\n */\nAccessibilityManager.prototype._onFocus = function _onFocus (e)\n{\n if (!e.target.getAttribute('aria-live', 'off'))\n {\n e.target.setAttribute('aria-live', 'assertive');\n }\n var interactionManager = this.renderer.plugins.interaction;\n\n interactionManager.dispatchEvent(e.target.displayObject, 'mouseover', interactionManager.eventData);\n};\n\n/**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n *\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\nAccessibilityManager.prototype._onFocusOut = function _onFocusOut (e)\n{\n if (!e.target.getAttribute('aria-live', 'off'))\n {\n e.target.setAttribute('aria-live', 'polite');\n }\n var interactionManager = this.renderer.plugins.interaction;\n\n interactionManager.dispatchEvent(e.target.displayObject, 'mouseout', interactionManager.eventData);\n};\n\n/**\n * Is called when a key is pressed\n *\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\nAccessibilityManager.prototype._onKeyDown = function _onKeyDown (e)\n{\n if (e.keyCode !== KEY_CODE_TAB)\n {\n return;\n }\n\n this.activate();\n};\n\n/**\n * Is called when the mouse moves across the renderer element\n *\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\nAccessibilityManager.prototype._onMouseMove = function _onMouseMove (e)\n{\n if (e.movementX === 0 && e.movementY === 0)\n {\n return;\n }\n\n this.deactivate();\n};\n\n/**\n * Destroys the accessibility manager\n *\n */\nAccessibilityManager.prototype.destroy = function destroy ()\n{\n this.destroyTouchHook();\n this.div = null;\n\n for (var i = 0; i < this.children.length; i++)\n {\n this.children[i].div = null;\n }\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown);\n\n this.pool = null;\n this.children = null;\n this.renderer = null;\n};\n\n/**\n * This namespace contains an accessibility plugin for allowing interaction via the keyboard.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @namespace PIXI.accessibility\n */\n\nexport { AccessibilityManager, accessibleTarget };\n//# sourceMappingURL=accessibility.es.js.map\n","/*!\n * @pixi/runner - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/runner is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * const myObject = {\n * loaded: new PIXI.Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.update.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * const myGame = {\n * update: new PIXI.Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject1);\n *\n * myGame.update.emit(time);\n * ```\n * @class\n * @memberof PIXI\n */\nvar Runner = function Runner(name)\n{\n this.items = [];\n this._name = name;\n};\n\nvar prototypeAccessors = { empty: { configurable: true },name: { configurable: true } };\n\n/**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - optional parameters to pass to each listener\n */\nRunner.prototype.emit = function emit (a0, a1, a2, a3, a4, a5, a6, a7)\n{\n if (arguments.length > 8)\n {\n throw new Error('max arguments reached');\n }\n\n var ref = this;\n var name = ref.name;\n var items = ref.items;\n\n for (var i = 0, len = items.length; i < len; i++)\n {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n\n return this;\n};\n\n/**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * const complete = new PIXI.Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n *\n * @param {any} item - The object that will be listening.\n */\nRunner.prototype.add = function add (item)\n{\n if (item[this._name])\n {\n this.remove(item);\n this.items.push(item);\n }\n\n return this;\n};\n\n/**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listenr that you would like to remove.\n */\nRunner.prototype.remove = function remove (item)\n{\n var index = this.items.indexOf(item);\n\n if (index !== -1)\n {\n this.items.splice(index, 1);\n }\n\n return this;\n};\n\n/**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\nRunner.prototype.contains = function contains (item)\n{\n return this.items.indexOf(item) !== -1;\n};\n\n/**\n * Remove all listeners from the Runner\n */\nRunner.prototype.removeAll = function removeAll ()\n{\n this.items.length = 0;\n\n return this;\n};\n\n/**\n * Remove all references, don't use after this.\n */\nRunner.prototype.destroy = function destroy ()\n{\n this.removeAll();\n this.items = null;\n this._name = null;\n};\n\n/**\n * `true` if there are no this Runner contains no listeners\n *\n * @member {boolean}\n * @readonly\n */\nprototypeAccessors.empty.get = function ()\n{\n return this.items.length === 0;\n};\n\n/**\n * The name of the runner.\n *\n * @member {string}\n * @readonly\n */\nprototypeAccessors.name.get = function ()\n{\n return this._name;\n};\n\nObject.defineProperties( Runner.prototype, prototypeAccessors );\n\n/**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\nRunner.prototype.dispatch = Runner.prototype.emit;\n\n/**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\nRunner.prototype.run = Runner.prototype.emit;\n\nexport { Runner };\n//# sourceMappingURL=runner.es.js.map\n","/*!\n * @pixi/ticker - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\n\n/**\n * Target frames per millisecond.\n *\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n *\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @type {object}\n * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.interaction.InteractionManager}\n * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering.\n * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.prepare.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY = {\n INTERACTION: 50,\n HIGH: 25,\n NORMAL: 0,\n LOW: -25,\n UTILITY: -50,\n};\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n *\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = function TickerListener(fn, context, priority, once)\n{\n if ( context === void 0 ) context = null;\n if ( priority === void 0 ) priority = 0;\n if ( once === void 0 ) once = false;\n\n /**\n * The handler function to execute.\n * @private\n * @member {Function}\n */\n this.fn = fn;\n\n /**\n * The calling to execute.\n * @private\n * @member {*}\n */\n this.context = context;\n\n /**\n * The current priority.\n * @private\n * @member {number}\n */\n this.priority = priority;\n\n /**\n * If this should only execute once.\n * @private\n * @member {boolean}\n */\n this.once = once;\n\n /**\n * The next item in chain.\n * @private\n * @member {TickerListener}\n */\n this.next = null;\n\n /**\n * The previous item in chain.\n * @private\n * @member {TickerListener}\n */\n this.previous = null;\n\n /**\n * `true` if this listener has been destroyed already.\n * @member {boolean}\n * @private\n */\n this._destroyed = false;\n};\n\n/**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param {Function} fn - The listener function to be added for one update\n * @param {Function} context - The listener context\n * @return {boolean} `true` if the listener match the arguments\n */\nTickerListener.prototype.match = function match (fn, context)\n{\n context = context || null;\n\n return this.fn === fn && this.context === context;\n};\n\n/**\n * Emit by calling the current function.\n * @private\n * @param {number} deltaTime - time since the last emit.\n * @return {TickerListener} Next ticker\n */\nTickerListener.prototype.emit = function emit (deltaTime)\n{\n if (this.fn)\n {\n if (this.context)\n {\n this.fn.call(this.context, deltaTime);\n }\n else\n {\n this.fn(deltaTime);\n }\n }\n\n var redirect = this.next;\n\n if (this.once)\n {\n this.destroy(true);\n }\n\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed)\n {\n this.next = null;\n }\n\n return redirect;\n};\n\n/**\n * Connect to the list.\n * @private\n * @param {TickerListener} previous - Input node, previous listener\n */\nTickerListener.prototype.connect = function connect (previous)\n{\n this.previous = previous;\n if (previous.next)\n {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n};\n\n/**\n * Destroy and don't use after this.\n * @private\n * @param {boolean} [hard = false] `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @return {TickerListener} The listener to redirect while emitting or removing.\n */\nTickerListener.prototype.destroy = function destroy (hard)\n{\n if ( hard === void 0 ) hard = false;\n\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n\n // Disconnect, hook up next and previous\n if (this.previous)\n {\n this.previous.next = this.next;\n }\n\n if (this.next)\n {\n this.next.previous = this.previous;\n }\n\n // Redirect to the next item\n var redirect = this.next;\n\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n\n return redirect;\n};\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n *\n * @class\n * @memberof PIXI\n */\nvar Ticker = function Ticker()\n{\n var this$1 = this;\n\n /**\n * The first listener. All new listeners added are chained on this.\n * @private\n * @type {TickerListener}\n */\n this._head = new TickerListener(null, null, Infinity);\n\n /**\n * Internal current frame request ID\n * @type {?number}\n * @private\n */\n this._requestId = null;\n\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n * @type {number}\n * @private\n */\n this._maxElapsedMS = 100;\n\n /**\n * Internal value managed by maxFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n * @private\n */\n this._minElapsedMS = 0;\n\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.autoStart = false;\n\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n *\n * @member {number}\n * @default 1\n */\n this.deltaTime = 1;\n\n /**\n * Scaler time elapsed in milliseconds from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.deltaMS = 1 / settings.TARGET_FPMS;\n\n /**\n * Time elapsed in milliseconds from last frame to this frame.\n * Opposed to what the scalar {@link PIXI.Ticker#deltaTime}\n * is based, this value is neither capped nor scaled.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n *\n * @member {number}\n * @default -1\n */\n this.lastTime = -1;\n\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n *\n * @member {number}\n * @default 1\n */\n this.speed = 1;\n\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.started = false;\n\n /**\n * If enabled, deleting is disabled.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n\n /**\n * Internal tick method bound to ticker instance.\n * This is because in early 2015, Function.bind\n * is still 60% slower in high performance scenarios.\n * Also separating frame requests from update method\n * so listeners may be called at any time and with\n * any animation API, just invoke ticker.update(time).\n *\n * @private\n * @param {number} time - Time since last tick.\n */\n this._tick = function (time) {\n this$1._requestId = null;\n\n if (this$1.started)\n {\n // Invoke listeners now\n this$1.update(time);\n // Listener side effects may have modified ticker state.\n if (this$1.started && this$1._requestId === null && this$1._head.next)\n {\n this$1._requestId = requestAnimationFrame(this$1._tick);\n }\n }\n };\n};\n\nvar prototypeAccessors = { FPS: { configurable: true },minFPS: { configurable: true },maxFPS: { configurable: true } };\nvar staticAccessors = { shared: { configurable: true },system: { configurable: true } };\n\n/**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n *\n * @private\n */\nTicker.prototype._requestIfNeeded = function _requestIfNeeded ()\n{\n if (this._requestId === null && this._head.next)\n {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._requestId = requestAnimationFrame(this._tick);\n }\n};\n\n/**\n * Conditionally cancels a pending animation frame.\n *\n * @private\n */\nTicker.prototype._cancelIfNeeded = function _cancelIfNeeded ()\n{\n if (this._requestId !== null)\n {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n};\n\n/**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n *\n * @private\n */\nTicker.prototype._startIfPossible = function _startIfPossible ()\n{\n if (this.started)\n {\n this._requestIfNeeded();\n }\n else if (this.autoStart)\n {\n this.start();\n }\n};\n\n/**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n *\n * @param {Function} fn - The listener function to be added for updates\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\nTicker.prototype.add = function add (fn, context, priority)\n{\n if ( priority === void 0 ) priority = UPDATE_PRIORITY.NORMAL;\n\n return this._addListener(new TickerListener(fn, context, priority));\n};\n\n/**\n * Add a handler for the tick event which is only execute once.\n *\n * @param {Function} fn - The listener function to be added for one update\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\nTicker.prototype.addOnce = function addOnce (fn, context, priority)\n{\n if ( priority === void 0 ) priority = UPDATE_PRIORITY.NORMAL;\n\n return this._addListener(new TickerListener(fn, context, priority, true));\n};\n\n/**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n *\n * @private\n * @param {TickerListener} listener - Current listener being added.\n * @returns {PIXI.Ticker} This instance of a ticker\n */\nTicker.prototype._addListener = function _addListener (listener)\n{\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n\n // Add the first item\n if (!current)\n {\n listener.connect(previous);\n }\n else\n {\n // Go from highest to lowest priority\n while (current)\n {\n if (listener.priority > current.priority)\n {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n\n // Not yet connected\n if (!listener.previous)\n {\n listener.connect(previous);\n }\n }\n\n this._startIfPossible();\n\n return this;\n};\n\n/**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n *\n * @param {Function} fn - The listener function to be removed\n * @param {*} [context] - The listener context to be removed\n * @returns {PIXI.Ticker} This instance of a ticker\n */\nTicker.prototype.remove = function remove (fn, context)\n{\n var listener = this._head.next;\n\n while (listener)\n {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context))\n {\n listener = listener.destroy();\n }\n else\n {\n listener = listener.next;\n }\n }\n\n if (!this._head.next)\n {\n this._cancelIfNeeded();\n }\n\n return this;\n};\n\n/**\n * Starts the ticker. If the ticker has listeners\n * a new animation frame is requested at this point.\n */\nTicker.prototype.start = function start ()\n{\n if (!this.started)\n {\n this.started = true;\n this._requestIfNeeded();\n }\n};\n\n/**\n * Stops the ticker. If the ticker has requested\n * an animation frame it is canceled at this point.\n */\nTicker.prototype.stop = function stop ()\n{\n if (this.started)\n {\n this.started = false;\n this._cancelIfNeeded();\n }\n};\n\n/**\n * Destroy the ticker and don't use after this. Calling\n * this method removes all references to internal events.\n */\nTicker.prototype.destroy = function destroy ()\n{\n if (!this._protected)\n {\n this.stop();\n\n var listener = this._head.next;\n\n while (listener)\n {\n listener = listener.destroy(true);\n }\n\n this._head.destroy();\n this._head = null;\n }\n};\n\n/**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n *\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\nTicker.prototype.update = function update (currentTime)\n{\n if ( currentTime === void 0 ) currentTime = performance.now();\n\n var elapsedMS;\n\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n\n if (currentTime > this.lastTime)\n {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS)\n {\n elapsedMS = this._maxElapsedMS;\n }\n\n elapsedMS *= this.speed;\n\n // if not enough time has passed, exit the function.\n // We give an extra ms to elapsedMS for this check, because the nature of\n // request animation frame means that not all browsers will return precise values.\n // However, because rAF works based on v-sync, it's won't change the effective FPS.\n if (this._minElapsedMS && elapsedMS + 1 < this._minElapsedMS)\n {\n return;\n }\n\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n\n // Invoke listeners added to internal emitter\n var listener = head.next;\n\n while (listener)\n {\n listener = listener.emit(this.deltaTime);\n }\n\n if (!head.next)\n {\n this._cancelIfNeeded();\n }\n }\n else\n {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n\n this.lastTime = currentTime;\n};\n\n/**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n *\n * @member {number}\n * @readonly\n */\nprototypeAccessors.FPS.get = function ()\n{\n return 1000 / this.elapsedMS;\n};\n\n/**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n *\n * @member {number}\n * @default 10\n */\nprototypeAccessors.minFPS.get = function ()\n{\n return 1000 / this._maxElapsedMS;\n};\n\nprototypeAccessors.minFPS.set = function (fps) // eslint-disable-line require-jsdoc\n{\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n\n this._maxElapsedMS = 1 / minFPMS;\n};\n\n/**\n * Manages the minimum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `1` and `TARGET_FPMS * 1000`.\n *\n * @member {number}\n * @default 60\n */\nprototypeAccessors.maxFPS.get = function ()\n{\n if (this._minElapsedMS)\n {\n return 1000 / this._minElapsedMS;\n }\n\n return settings.TARGET_FPMS * 1000;\n};\n\nprototypeAccessors.maxFPS.set = function (fps)\n{\n if (fps / 1000 >= settings.TARGET_FPMS)\n {\n this._minElapsedMS = 0;\n }\n else\n {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n\n // Must be at least 1, but below 1 / settings.TARGET_FPMS\n var maxFPMS = Math.min(Math.max(1, maxFPS) / 1000, settings.TARGET_FPMS);\n\n this._minElapsedMS = 1 / maxFPMS;\n }\n};\n\n/**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n *\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n *\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n *\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n *\n * @member {PIXI.Ticker}\n * @static\n */\nstaticAccessors.shared.get = function ()\n{\n if (!Ticker._shared)\n {\n var shared = Ticker._shared = new Ticker();\n\n shared.autoStart = true;\n shared._protected = true;\n }\n\n return Ticker._shared;\n};\n\n/**\n * The system ticker instance used by {@link PIXI.interaction.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n *\n * @member {PIXI.Ticker}\n * @static\n */\nstaticAccessors.system.get = function ()\n{\n if (!Ticker._system)\n {\n var system = Ticker._system = new Ticker();\n\n system.autoStart = true;\n system._protected = true;\n }\n\n return Ticker._system;\n};\n\nObject.defineProperties( Ticker.prototype, prototypeAccessors );\nObject.defineProperties( Ticker, staticAccessors );\n\n/**\n * Middleware for for Application Ticker.\n *\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(TickerPlugin);\n *\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = function TickerPlugin () {};\n\nTickerPlugin.init = function init (options)\n{\n var this$1 = this;\n\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n\n // Create ticker setter\n Object.defineProperty(this, 'ticker',\n {\n set: function set(ticker)\n {\n if (this._ticker)\n {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker)\n {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function get()\n {\n return this._ticker;\n },\n });\n\n /**\n * Convenience method for stopping the render.\n *\n * @method PIXI.Application#stop\n */\n this.stop = function () {\n this$1._ticker.stop();\n };\n\n /**\n * Convenience method for starting the render.\n *\n * @method PIXI.Application#start\n */\n this.start = function () {\n this$1._ticker.start();\n };\n\n /**\n * Internal reference to the ticker.\n *\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n\n /**\n * Ticker for doing render updates.\n *\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n\n // Start the rendering\n if (options.autoStart)\n {\n this.start();\n }\n};\n\n/**\n * Clean up the ticker, scoped to application.\n *\n * @static\n * @private\n */\nTickerPlugin.destroy = function destroy ()\n{\n if (this._ticker)\n {\n var oldTicker = this._ticker;\n\n this.ticker = null;\n oldTicker.destroy();\n }\n};\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.es.js.map\n","/*!\n * @pixi/core - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Runner } from '@pixi/runner';\nimport { determineCrossOrigin, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, getResolutionOfUrl, nextPow2, isMobile, ProgramCache, removeItems, hex2string, hex2rgb, deprecation, isWebGLSupported, sayHello, log2, premultiplyBlendMode, premultiplyTint } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { SCALE_MODES, FORMATS, TYPES, TARGETS, DRAW_MODES, ENV, PRECISION, BLEND_MODES, GC_MODES, MIPMAP_MODES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { Ticker } from '@pixi/ticker';\nimport { GroupD8, Rectangle, Point, Matrix } from '@pixi/math';\nimport { Container } from '@pixi/display';\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n *\n * @class\n * @memberof PIXI.resources\n */\nvar Resource = function Resource(width, height)\n{\n if ( width === void 0 ) width = 0;\n if ( height === void 0 ) height = 0;\n\n /**\n * Internal width of the resource\n * @member {number}\n * @protected\n */\n this._width = width;\n\n /**\n * Internal height of the resource\n * @member {number}\n * @protected\n */\n this._height = height;\n\n /**\n * If resource has been destroyed\n * @member {boolean}\n * @readonly\n * @default false\n */\n this.destroyed = false;\n\n /**\n * `true` if resource is created by BaseTexture\n * useful for doing cleanup with BaseTexture destroy\n * and not cleaning up resources that were created\n * externally.\n * @member {boolean}\n * @protected\n */\n this.internal = false;\n\n /**\n * Mini-runner for handling resize events\n *\n * @member {Runner}\n * @private\n */\n this.onResize = new Runner('setRealSize', 2);\n\n /**\n * Mini-runner for handling update events\n *\n * @member {Runner}\n * @private\n */\n this.onUpdate = new Runner('update');\n};\n\nvar prototypeAccessors = { valid: { configurable: true },width: { configurable: true },height: { configurable: true } };\n\n/**\n * Bind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\nResource.prototype.bind = function bind (baseTexture)\n{\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height)\n {\n this.onResize.run(this._width, this._height);\n }\n};\n\n/**\n * Unbind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\nResource.prototype.unbind = function unbind (baseTexture)\n{\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n};\n\n/**\n * Trigger a resize event\n */\nResource.prototype.resize = function resize (width, height)\n{\n if (width !== this._width || height !== this._height)\n {\n this._width = width;\n this._height = height;\n this.onResize.run(width, height);\n }\n};\n\n/**\n * Has been validated\n * @readonly\n * @member {boolean}\n */\nprototypeAccessors.valid.get = function ()\n{\n return !!this._width && !!this._height;\n};\n\n/**\n * Has been updated trigger event\n */\nResource.prototype.update = function update ()\n{\n if (!this.destroyed)\n {\n this.onUpdate.run();\n }\n};\n\n/**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @return {Promise} Handle the validate event\n */\nResource.prototype.load = function load ()\n{\n return Promise.resolve();\n};\n\n/**\n * The width of the resource.\n *\n * @member {number}\n * @readonly\n */\nprototypeAccessors.width.get = function ()\n{\n return this._width;\n};\n\n/**\n * The height of the resource.\n *\n * @member {number}\n * @readonly\n */\nprototypeAccessors.height.get = function ()\n{\n return this._height;\n};\n\n/**\n * Uploads the texture or returns false if it cant for some reason. Override this.\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} true is success\n */\nResource.prototype.upload = function upload (renderer, baseTexture, glTexture) // eslint-disable-line no-unused-vars\n{\n return false;\n};\n\n/**\n * Set the style, optional to override\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} `true` is success\n */\nResource.prototype.style = function style (renderer, baseTexture, glTexture) // eslint-disable-line no-unused-vars\n{\n return false;\n};\n\n/**\n * Clean up anything, this happens when destroying is ready.\n *\n * @protected\n */\nResource.prototype.dispose = function dispose ()\n{\n // override\n};\n\n/**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\nResource.prototype.destroy = function destroy ()\n{\n if (!this.destroyed)\n {\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n this.destroyed = true;\n this.dispose();\n }\n};\n\nObject.defineProperties( Resource.prototype, prototypeAccessors );\n\n/**\n * Base for all the image/canvas resources\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nvar BaseImageResource = /*@__PURE__*/(function (Resource) {\n function BaseImageResource(source)\n {\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n\n Resource.call(this, width, height);\n\n /**\n * The source element\n * @member {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @readonly\n */\n this.source = source;\n }\n\n if ( Resource ) BaseImageResource.__proto__ = Resource;\n BaseImageResource.prototype = Object.create( Resource && Resource.prototype );\n BaseImageResource.prototype.constructor = BaseImageResource;\n\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @protected\n * @param {HTMLElement} element - Element to apply crossOrigin\n * @param {string} url - URL to check\n * @param {boolean|string} [crossorigin=true] - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function crossOrigin (element, url, crossorigin)\n {\n if (crossorigin === undefined && url.indexOf('data:') !== 0)\n {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false)\n {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture Reference to parent texture\n * @param {PIXI.GLTexture} glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] (optional)\n * @returns {boolean} true is success\n */\n BaseImageResource.prototype.upload = function upload (renderer, baseTexture, glTexture, source)\n {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n\n source = source || this.source;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.premultiplyAlpha);\n\n if (baseTexture.target === gl.TEXTURE_2D && glTexture.width === width && glTexture.height === height)\n {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, baseTexture.type, source);\n }\n else\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(baseTexture.target, 0, baseTexture.format, baseTexture.format, baseTexture.type, source);\n }\n\n return true;\n };\n\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function update ()\n {\n if (this.destroyed)\n {\n return;\n }\n\n var width = this.source.naturalWidth || this.source.videoWidth || this.source.width;\n var height = this.source.naturalHeight || this.source.videoHeight || this.source.height;\n\n this.resize(width, height);\n\n Resource.prototype.update.call(this);\n };\n\n /**\n * Destroy this BaseImageResource\n * @override\n * @param {PIXI.BaseTexture} [fromTexture] Optional base texture\n * @return {boolean} Destroy was successful\n */\n BaseImageResource.prototype.dispose = function dispose ()\n {\n this.source = null;\n };\n\n return BaseImageResource;\n}(Resource));\n\n/**\n * Resource type for HTMLImageElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n */\nvar ImageResource = /*@__PURE__*/(function (BaseImageResource) {\n function ImageResource(source, options)\n {\n options = options || {};\n\n if (!(source instanceof HTMLImageElement))\n {\n var imageElement = new Image();\n\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n\n imageElement.src = source;\n source = imageElement;\n }\n\n BaseImageResource.call(this, source);\n\n /**\n * URL of the image source\n * @member {string}\n */\n this.url = source.src;\n\n /**\n * When process is completed\n * @member {Promise}\n * @private\n */\n this._process = null;\n\n /**\n * If the image should be disposed after upload\n * @member {boolean}\n * @default false\n */\n this.preserveBitmap = false;\n\n /**\n * If capable, convert the image using createImageBitmap API\n * @member {boolean}\n * @default PIXI.settings.CREATE_IMAGE_BITMAP\n */\n this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!window.createImageBitmap;\n\n /**\n * Controls texture premultiplyAlpha field\n * Copies from options\n * @member {boolean|null}\n * @readonly\n */\n this.premultiplyAlpha = options.premultiplyAlpha !== false;\n\n /**\n * The ImageBitmap element created for HTMLImageElement\n * @member {ImageBitmap}\n * @default null\n */\n this.bitmap = null;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n if ( BaseImageResource ) ImageResource.__proto__ = BaseImageResource;\n ImageResource.prototype = Object.create( BaseImageResource && BaseImageResource.prototype );\n ImageResource.prototype.constructor = ImageResource;\n\n /**\n * returns a promise when image will be loaded and processed\n *\n * @param {boolean} [createBitmap=true] whether process image into bitmap\n * @returns {Promise}\n */\n ImageResource.prototype.load = function load (createBitmap)\n {\n var this$1 = this;\n\n if (createBitmap !== undefined)\n {\n this.createBitmap = createBitmap;\n }\n\n if (this._load)\n {\n return this._load;\n }\n\n this._load = new Promise(function (resolve) {\n this$1.url = this$1.source.src;\n var ref = this$1;\n var source = ref.source;\n\n var completed = function () {\n if (this$1.destroyed)\n {\n return;\n }\n source.onload = null;\n source.onerror = null;\n\n this$1.resize(source.width, source.height);\n this$1._load = null;\n\n if (this$1.createBitmap)\n {\n resolve(this$1.process());\n }\n else\n {\n resolve(this$1);\n }\n };\n\n if (source.complete && source.src)\n {\n completed();\n }\n else\n {\n source.onload = completed;\n }\n });\n\n return this._load;\n };\n\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n *\n * @returns {Promise} cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function process ()\n {\n var this$1 = this;\n\n if (this._process !== null)\n {\n return this._process;\n }\n if (this.bitmap !== null || !window.createImageBitmap)\n {\n return Promise.resolve(this);\n }\n\n this._process = window.createImageBitmap(this.source,\n 0, 0, this.source.width, this.source.height,\n {\n premultiplyAlpha: this.premultiplyAlpha ? 'premultiply' : 'none',\n })\n .then(function (bitmap) {\n if (this$1.destroyed)\n {\n return Promise.reject();\n }\n this$1.bitmap = bitmap;\n this$1.update();\n this$1._process = null;\n\n return Promise.resolve(this$1);\n });\n\n return this._process;\n };\n\n /**\n * Upload the image resource to GPU.\n *\n * @param {PIXI.Renderer} renderer - Renderer to upload to\n * @param {PIXI.BaseTexture} baseTexture - BaseTexture for this resource\n * @param {PIXI.GLTexture} glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function upload (renderer, baseTexture, glTexture)\n {\n baseTexture.premultiplyAlpha = this.premultiplyAlpha;\n\n if (!this.createBitmap)\n {\n return BaseImageResource.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap)\n {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap)\n {\n return false;\n }\n }\n\n BaseImageResource.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n\n if (!this.preserveBitmap)\n {\n // checks if there are other renderers that possibly need this bitmap\n\n var flag = true;\n\n for (var key in baseTexture._glTextures)\n {\n var otherTex = baseTexture._glTextures[key];\n\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId)\n {\n flag = false;\n break;\n }\n }\n\n if (flag)\n {\n if (this.bitmap.close)\n {\n this.bitmap.close();\n }\n\n this.bitmap = null;\n }\n }\n\n return true;\n };\n\n /**\n * Destroys this texture\n * @override\n */\n ImageResource.prototype.dispose = function dispose ()\n {\n BaseImageResource.prototype.dispose.call(this);\n\n if (this.bitmap)\n {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.resources.Resource}.\n * @example\n * class CustomResource extends PIXI.resources.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.resources.INSTALLED.push(CustomResource);\n *\n * @name PIXI.resources.INSTALLED\n * @type {Array<*>}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.resources.ImageResource}\n * - {@link PIXI.resources.CanvasResource}\n * - {@link PIXI.resources.VideoResource}\n * - {@link PIXI.resources.SVGResource}\n * - {@link PIXI.resources.BufferResource}\n * @static\n * @function PIXI.resources.autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - BufferResource's width\n * @param {number} [options.height] - BufferResource's height\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @return {PIXI.resources.Resource} The created resource.\n */\nfunction autoDetectResource(source, options)\n{\n if (!source)\n {\n return null;\n }\n\n var extension = '';\n\n if (typeof source === 'string')\n {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n\n if (result)\n {\n extension = result[1].toLowerCase();\n }\n }\n\n for (var i = INSTALLED.length - 1; i >= 0; --i)\n {\n var ResourcePlugin = INSTALLED[i];\n\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension))\n {\n return new ResourcePlugin(source, options);\n }\n }\n\n // When in doubt: probably an image\n // might be appropriate to throw an error or return null\n return new ImageResource(source, options);\n}\n\n/**\n * @interface SharedArrayBuffer\n */\n\n/**\n * Buffer resource with data of typed array.\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nvar BufferResource = /*@__PURE__*/(function (Resource) {\n function BufferResource(source, options)\n {\n var ref = options || {};\n var width = ref.width;\n var height = ref.height;\n\n if (!width || !height)\n {\n throw new Error('BufferResource width or height invalid');\n }\n\n Resource.call(this, width, height);\n\n /**\n * Source array\n * Cannot be ClampedUint8Array because it cant be uploaded to WebGL\n *\n * @member {Float32Array|Uint8Array|Uint32Array}\n */\n this.data = source;\n }\n\n if ( Resource ) BufferResource.__proto__ = Resource;\n BufferResource.prototype = Object.create( Resource && Resource.prototype );\n BufferResource.prototype.constructor = BufferResource;\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture Reference to parent texture\n * @param {PIXI.GLTexture} glTexture glTexture\n * @returns {boolean} true is success\n */\n BufferResource.prototype.upload = function upload (renderer, baseTexture, glTexture)\n {\n var gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.premultiplyAlpha);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n var internalFormat = baseTexture.format;\n\n // guess sized format by type and format\n // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texImage2D\n if (renderer.context.webGLVersion === 2\n && baseTexture.type === renderer.gl.FLOAT\n && baseTexture.format === renderer.gl.RGBA)\n {\n internalFormat = renderer.gl.RGBA32F;\n }\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n internalFormat,\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n baseTexture.type,\n this.data\n );\n }\n\n return true;\n };\n\n /**\n * Destroy and don't use after this\n * @override\n */\n BufferResource.prototype.dispose = function dispose ()\n {\n this.data = null;\n };\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @return {boolean} `true` if \n */\n BufferResource.test = function test (source)\n {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n premultiplyAlpha: false,\n};\n\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n * @param {PIXI.resources.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null]\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param {Object} [options] - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {boolean} [options.premultiplyAlpha=true] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.resources.autoDetectResource autoDetectResource}\n */\nvar BaseTexture = /*@__PURE__*/(function (EventEmitter) {\n function BaseTexture(resource, options)\n {\n if ( resource === void 0 ) resource = null;\n if ( options === void 0 ) options = null;\n\n EventEmitter.call(this);\n\n options = options || {};\n\n var premultiplyAlpha = options.premultiplyAlpha;\n var mipmap = options.mipmap;\n var scaleMode = options.scaleMode;\n var width = options.width;\n var height = options.height;\n var wrapMode = options.wrapMode;\n var format = options.format;\n var type = options.type;\n var target = options.target;\n var resolution = options.resolution;\n var resourceOptions = options.resourceOptions;\n\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource))\n {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.width = width || 0;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.height = height || 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n this.resolution = resolution || settings.RESOLUTION;\n\n /**\n * Mipmap mode of the texture, affects downscaled images\n *\n * @member {PIXI.MIPMAP_MODES}\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n this.mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n\n /**\n * How the texture wraps\n * @member {number}\n */\n this.wrapMode = wrapMode || settings.WRAP_MODE;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {PIXI.SCALE_MODES}\n * @default PIXI.settings.SCALE_MODE\n */\n this.scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n\n /**\n * The pixel format of the texture\n *\n * @member {PIXI.FORMATS}\n * @default PIXI.FORMATS.RGBA\n */\n this.format = format || FORMATS.RGBA;\n\n /**\n * The type of resource data\n *\n * @member {PIXI.TYPES}\n * @default PIXI.TYPES.UNSIGNED_BYTE\n */\n this.type = type || TYPES.UNSIGNED_BYTE;\n\n /**\n * The target type\n *\n * @member {PIXI.TARGETS}\n * @default PIXI.TARGETS.TEXTURE_2D\n */\n this.target = target || TARGETS.TEXTURE_2D;\n\n /**\n * Set to true to enable pre-multiplied alpha\n *\n * @member {boolean}\n * @default true\n */\n this.premultiplyAlpha = premultiplyAlpha !== false;\n\n /**\n * Global unique identifier for this BaseTexture\n *\n * @member {string}\n * @protected\n */\n this.uid = uid();\n\n /**\n * Used by automatic texture Garbage Collection, stores last GC tick when it was bound\n *\n * @member {number}\n * @protected\n */\n this.touched = 0;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @readonly\n * @member {boolean}\n * @default false\n */\n this.isPowerOfTwo = false;\n this._refreshPOT();\n\n /**\n * The map of render context textures where this is bound\n *\n * @member {Object}\n * @private\n */\n this._glTextures = {};\n\n /**\n * Used by TextureSystem to only update texture to the GPU when needed.\n *\n * @protected\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * Used by TextureSystem to only update texture style when needed.\n *\n * @protected\n * @member {number}\n */\n this.dirtyStyleId = 0;\n\n /**\n * Currently default cache ID.\n *\n * @member {string}\n */\n this.cacheId = null;\n\n /**\n * Generally speaking means when resource is loaded.\n * @readonly\n * @member {boolean}\n */\n this.valid = width > 0 && height > 0;\n\n /**\n * The collection of alternative cache ids, since some BaseTextures\n * can have more than one ID, short name and longer full URL\n *\n * @member {Array}\n * @readonly\n */\n this.textureCacheIds = [];\n\n /**\n * Flag if BaseTexture has been destroyed.\n *\n * @member {boolean}\n * @readonly\n */\n this.destroyed = false;\n\n /**\n * The resource used by this BaseTexture, there can only\n * be one resource per BaseTexture, but textures can share\n * resources.\n *\n * @member {PIXI.resources.Resource}\n * @readonly\n */\n this.resource = null;\n\n /**\n * Number of the texture batch, used by multi-texture renderers\n *\n * @member {number}\n */\n this._batchEnabled = 0;\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n\n // Set the resource\n this.setResource(resource);\n }\n\n if ( EventEmitter ) BaseTexture.__proto__ = EventEmitter;\n BaseTexture.prototype = Object.create( EventEmitter && EventEmitter.prototype );\n BaseTexture.prototype.constructor = BaseTexture;\n\n var prototypeAccessors = { realWidth: { configurable: true },realHeight: { configurable: true } };\n\n /**\n * Pixel width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n prototypeAccessors.realWidth.get = function ()\n {\n return this.width * this.resolution;\n };\n\n /**\n * Pixel height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n prototypeAccessors.realHeight.get = function ()\n {\n return this.height * this.resolution;\n };\n\n /**\n * Changes style options of BaseTexture\n *\n * @param {PIXI.SCALE_MODES} [scaleMode] - Pixi scalemode\n * @param {PIXI.MIPMAP_MODES} [mipmap] - enable mipmaps\n * @returns {PIXI.BaseTexture} this\n */\n BaseTexture.prototype.setStyle = function setStyle (scaleMode, mipmap)\n {\n var dirty;\n\n if (scaleMode !== undefined && scaleMode !== this.scaleMode)\n {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n\n if (mipmap !== undefined && mipmap !== this.mipmap)\n {\n this.mipmap = mipmap;\n dirty = true;\n }\n\n if (dirty)\n {\n this.dirtyStyleId++;\n }\n\n return this;\n };\n\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n *\n * @param {number} width Visual width\n * @param {number} height Visual height\n * @param {number} [resolution] Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n BaseTexture.prototype.setSize = function setSize (width, height, resolution)\n {\n this.resolution = resolution || this.resolution;\n this.width = width;\n this.height = height;\n this._refreshPOT();\n this.update();\n\n return this;\n };\n\n /**\n * Sets real size of baseTexture, preserves current resolution.\n *\n * @param {number} realWidth Full rendered width\n * @param {number} realHeight Full rendered height\n * @param {number} [resolution] Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n BaseTexture.prototype.setRealSize = function setRealSize (realWidth, realHeight, resolution)\n {\n this.resolution = resolution || this.resolution;\n this.width = realWidth / this.resolution;\n this.height = realHeight / this.resolution;\n this._refreshPOT();\n this.update();\n\n return this;\n };\n\n /**\n * Refresh check for isPowerOfTwo texture based on size\n *\n * @private\n */\n BaseTexture.prototype._refreshPOT = function _refreshPOT ()\n {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n\n /**\n * Changes resolution\n *\n * @param {number} [resolution] res\n * @returns {PIXI.BaseTexture} this\n */\n BaseTexture.prototype.setResolution = function setResolution (resolution)\n {\n var oldResolution = this.resolution;\n\n if (oldResolution === resolution)\n {\n return this;\n }\n\n this.resolution = resolution;\n\n if (this.valid)\n {\n this.width = this.width * oldResolution / resolution;\n this.height = this.height * oldResolution / resolution;\n this.emit('update', this);\n }\n\n this._refreshPOT();\n\n return this;\n };\n\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n *\n * @param {PIXI.resources.Resource} resource - that is managing this BaseTexture\n * @returns {PIXI.BaseTexture} this\n */\n BaseTexture.prototype.setResource = function setResource (resource)\n {\n if (this.resource === resource)\n {\n return this;\n }\n\n if (this.resource)\n {\n throw new Error('Resource can be set only once');\n }\n\n resource.bind(this);\n\n this.resource = resource;\n\n return this;\n };\n\n /**\n * Invalidates the object. Texture becomes valid if width and height are greater than zero.\n */\n BaseTexture.prototype.update = function update ()\n {\n if (!this.valid)\n {\n if (this.width > 0 && this.height > 0)\n {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else\n {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function destroy ()\n {\n // remove and destroy the resource\n if (this.resource)\n {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal)\n {\n this.resource.destroy();\n }\n this.resource = null;\n }\n\n if (this.cacheId)\n {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n\n this.cacheId = null;\n }\n\n // finally let the WebGL renderer know..\n this.dispose();\n\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n\n this.destroyed = true;\n };\n\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function dispose ()\n {\n this.emit('dispose', this);\n };\n\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function from (source, options)\n {\n var cacheId = null;\n\n if (typeof source === 'string')\n {\n cacheId = source;\n }\n else\n {\n if (!source._pixiId)\n {\n source._pixiId = \"pixiid_\" + (uid());\n }\n\n cacheId = source._pixiId;\n }\n\n var baseTexture = BaseTextureCache[cacheId];\n\n if (!baseTexture)\n {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n\n return baseTexture;\n };\n\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.BaseTexture} The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function fromBuffer (buffer, width, height, options)\n {\n buffer = buffer || new Float32Array(width * height * 4);\n\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function addToCache (baseTexture, id)\n {\n if (id)\n {\n if (baseTexture.textureCacheIds.indexOf(id) === -1)\n {\n baseTexture.textureCacheIds.push(id);\n }\n\n if (BaseTextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn((\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\"));\n }\n\n BaseTextureCache[id] = baseTexture;\n }\n };\n\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n *\n * @static\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @return {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function removeFromCache (baseTexture)\n {\n if (typeof baseTexture === 'string')\n {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n\n if (baseTextureFromCache)\n {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n\n if (index > -1)\n {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete BaseTextureCache[baseTexture];\n\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds)\n {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i)\n {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n\n baseTexture.textureCacheIds.length = 0;\n\n return baseTexture;\n }\n\n return null;\n };\n\n Object.defineProperties( BaseTexture.prototype, prototypeAccessors );\n\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Global number of the texture batch, used by multi-texture renderers\n *\n * @static\n * @member {number}\n */\nBaseTexture._globalBatch = 0;\n\n/**\n * A resource that contains a number of sources.\n *\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n * @param {number|Array<*>} source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param {object} [options] Options to apply to {@link PIXI.resources.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\nvar ArrayResource = /*@__PURE__*/(function (Resource) {\n function ArrayResource(source, options)\n {\n options = options || {};\n\n var urls;\n var length = source;\n\n if (Array.isArray(source))\n {\n urls = source;\n length = source.length;\n }\n\n Resource.call(this, options.width, options.height);\n\n /**\n * Collection of resources.\n * @member {Array}\n * @readonly\n */\n this.items = [];\n\n /**\n * Dirty IDs for each part\n * @member {Array}\n * @readonly\n */\n this.itemDirtyIds = [];\n\n for (var i = 0; i < length; i++)\n {\n var partTexture = new BaseTexture();\n\n this.items.push(partTexture);\n this.itemDirtyIds.push(-1);\n }\n\n /**\n * Number of elements in array\n *\n * @member {number}\n * @readonly\n */\n this.length = length;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (urls)\n {\n for (var i$1 = 0; i$1 < length; i$1++)\n {\n this.addResourceAt(autoDetectResource(urls[i$1], options), i$1);\n }\n }\n }\n\n if ( Resource ) ArrayResource.__proto__ = Resource;\n ArrayResource.prototype = Object.create( Resource && Resource.prototype );\n ArrayResource.prototype.constructor = ArrayResource;\n\n /**\n * Destroy this BaseImageResource\n * @override\n */\n ArrayResource.prototype.dispose = function dispose ()\n {\n for (var i = 0, len = this.length; i < len; i++)\n {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n\n /**\n * Set a resource by ID\n *\n * @param {PIXI.resources.Resource} resource\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.ArrayResource} Instance for chaining\n */\n ArrayResource.prototype.addResourceAt = function addResourceAt (resource, index)\n {\n var baseTexture = this.items[index];\n\n if (!baseTexture)\n {\n throw new Error((\"Index \" + index + \" is out of bounds\"));\n }\n\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid)\n {\n this.resize(resource.width, resource.height);\n }\n\n this.items[index].setResource(resource);\n\n return this;\n };\n\n /**\n * Set the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n ArrayResource.prototype.bind = function bind (baseTexture)\n {\n Resource.prototype.bind.call(this, baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n\n for (var i = 0; i < this.length; i++)\n {\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n\n /**\n * Unset the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n ArrayResource.prototype.unbind = function unbind (baseTexture)\n {\n Resource.prototype.unbind.call(this, baseTexture);\n\n for (var i = 0; i < this.length; i++)\n {\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n\n /**\n * Load all the resources simultaneously\n * @override\n * @return {Promise} When load is resolved\n */\n ArrayResource.prototype.load = function load ()\n {\n var this$1 = this;\n\n if (this._load)\n {\n return this._load;\n }\n\n var resources = this.items.map(function (item) { return item.resource; });\n\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n\n this._load = Promise.all(promises)\n .then(function () {\n var ref = resources[0];\n var width = ref.width;\n var height = ref.height;\n\n this$1.resize(width, height);\n\n return Promise.resolve(this$1);\n }\n );\n\n return this._load;\n };\n\n /**\n * Upload the resources to the GPU.\n * @param {PIXI.Renderer} renderer\n * @param {PIXI.BaseTexture} texture\n * @param {PIXI.GLTexture} glTexture\n * @returns {boolean} whether texture was uploaded\n */\n ArrayResource.prototype.upload = function upload (renderer, texture, glTexture)\n {\n var ref = this;\n var length = ref.length;\n var itemDirtyIds = ref.itemDirtyIds;\n var items = ref.items;\n var gl = renderer.gl;\n\n if (glTexture.dirtyId < 0)\n {\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n texture.format,\n this._width,\n this._height,\n length,\n 0,\n texture.format,\n texture.type,\n null\n );\n }\n\n for (var i = 0; i < length; i++)\n {\n var item = items[i];\n\n if (itemDirtyIds[i] < item.dirtyId)\n {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid)\n {\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width,\n item.resource.height,\n 1,\n texture.format,\n texture.type,\n item.resource.source\n );\n }\n }\n }\n\n return true;\n };\n\n return ArrayResource;\n}(Resource));\n\n/**\n * Resource type for HTMLCanvasElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLCanvasElement} source - Canvas element to use\n */\nvar CanvasResource = /*@__PURE__*/(function (BaseImageResource) {\n function CanvasResource () {\n BaseImageResource.apply(this, arguments);\n }\n\n if ( BaseImageResource ) CanvasResource.__proto__ = BaseImageResource;\n CanvasResource.prototype = Object.create( BaseImageResource && BaseImageResource.prototype );\n CanvasResource.prototype.constructor = CanvasResource;\n\n CanvasResource.test = function test (source)\n {\n return (source instanceof HTMLCanvasElement);\n };\n\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n *\n * @class\n * @extends PIXI.resources.ArrayResource\n * @memberof PIXI.resources\n * @param {Array} [source] Collection of URLs or resources\n * to use as the sides of the cube.\n * @param {object} [options] - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n */\nvar CubeResource = /*@__PURE__*/(function (ArrayResource) {\n function CubeResource(source, options)\n {\n options = options || {};\n\n ArrayResource.call(this, source, options);\n\n if (this.length !== CubeResource.SIDES)\n {\n throw new Error((\"Invalid length. Got \" + (this.length) + \", expected 6\"));\n }\n\n for (var i = 0; i < CubeResource.SIDES; i++)\n {\n this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n if ( ArrayResource ) CubeResource.__proto__ = ArrayResource;\n CubeResource.prototype = Object.create( ArrayResource && ArrayResource.prototype );\n CubeResource.prototype.constructor = CubeResource;\n\n /**\n * Add binding\n *\n * @override\n * @param {PIXI.BaseTexture} baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function bind (baseTexture)\n {\n ArrayResource.prototype.bind.call(this, baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n\n /**\n * Upload the resource\n *\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function upload (renderer, baseTexture, glTexture)\n {\n var dirty = this.itemDirtyIds;\n\n for (var i = 0; i < CubeResource.SIDES; i++)\n {\n var side = this.items[i];\n\n if (dirty[i] < side.dirtyId)\n {\n dirty[i] = side.dirtyId;\n if (side.valid)\n {\n side.resource.upload(renderer, side, glTexture);\n }\n }\n }\n\n return true;\n };\n\n return CubeResource;\n}(ArrayResource));\n\n/**\n * Number of texture sides to store for CubeResources\n *\n * @name PIXI.resources.CubeResource.SIDES\n * @static\n * @member {number}\n * @default 6\n */\nCubeResource.SIDES = 6;\n\n/**\n * Resource type for SVG elements and graphics.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {string} source - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] Scale to apply to SVG.\n * @param {boolean} [options.autoLoad=true] Start loading right away.\n */\nvar SVGResource = /*@__PURE__*/(function (BaseImageResource) {\n function SVGResource(source, options)\n {\n options = options || {};\n\n BaseImageResource.call(this, document.createElement('canvas'));\n\n /**\n * Base64 encoded SVG element or URL for SVG file\n * @readonly\n * @member {string}\n */\n this.svg = source;\n\n /**\n * The source scale to apply to render\n * @readonly\n * @member {number}\n */\n this.scale = options.scale || 1;\n\n /**\n * Call when completely loaded\n * @private\n * @member {function}\n */\n this._resolve = null;\n\n /**\n * Cross origin value to use\n * @private\n * @member {boolean|string}\n */\n this._crossorigin = options.crossorigin;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n if ( BaseImageResource ) SVGResource.__proto__ = BaseImageResource;\n SVGResource.prototype = Object.create( BaseImageResource && BaseImageResource.prototype );\n SVGResource.prototype.constructor = SVGResource;\n\n SVGResource.prototype.load = function load ()\n {\n var this$1 = this;\n\n if (this._load)\n {\n return this._load;\n }\n\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n this$1._resolve = function () {\n this$1.resize(this$1.source.width, this$1.source.height);\n resolve(this$1);\n };\n\n // Convert SVG inline string to data-uri\n if ((/^\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n\n/**\n * Resource type for HTMLVideoElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\nvar VideoResource = /*@__PURE__*/(function (BaseImageResource) {\n function VideoResource(source, options)\n {\n options = options || {};\n\n if (!(source instanceof HTMLVideoElement))\n {\n var videoElement = document.createElement('video');\n\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n\n if (typeof source === 'string')\n {\n source = [source];\n }\n\n BaseImageResource.crossOrigin(videoElement, (source[0].src || source[0]), options.crossorigin);\n\n // array of objects or strings\n for (var i = 0; i < source.length; ++i)\n {\n var sourceElement = document.createElement('source');\n\n var ref = source[i];\n var src = ref.src;\n var mime = ref.mime;\n\n src = src || source[i];\n\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.substr(baseSrc.lastIndexOf('.') + 1);\n\n mime = mime || (\"video/\" + ext);\n\n sourceElement.src = src;\n sourceElement.type = mime;\n\n videoElement.appendChild(sourceElement);\n }\n\n // Override the source\n source = videoElement;\n }\n\n BaseImageResource.call(this, source);\n\n this._autoUpdate = true;\n this._isAutoUpdating = false;\n this._updateFPS = options.updateFPS || 0;\n this._msToNextUpdate = 0;\n\n /**\n * When set to true will automatically play videos used by this texture once\n * they are loaded. If false, it will not modify the playing state.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPlay = options.autoPlay !== false;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n /**\n * Callback when completed with load.\n * @member {function}\n * @private\n */\n this._resolve = null;\n\n // Bind for listeners\n this._onCanPlay = this._onCanPlay.bind(this);\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n if ( BaseImageResource ) VideoResource.__proto__ = BaseImageResource;\n VideoResource.prototype = Object.create( BaseImageResource && BaseImageResource.prototype );\n VideoResource.prototype.constructor = VideoResource;\n\n var prototypeAccessors = { autoUpdate: { configurable: true },updateFPS: { configurable: true } };\n\n /**\n * Trigger updating of the texture\n *\n * @param {number} [deltaTime=0] - time delta since last tick\n */\n VideoResource.prototype.update = function update (deltaTime)\n {\n if ( deltaTime === void 0 ) deltaTime = 0;\n\n if (!this.destroyed)\n {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0)\n {\n BaseImageResource.prototype.update.call(this, deltaTime);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n\n /**\n * Start preloading the video resource.\n *\n * @protected\n * @return {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function load ()\n {\n var this$1 = this;\n\n if (this._load)\n {\n return this._load;\n }\n\n var source = this.source;\n\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height)\n {\n source.complete = true;\n }\n\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n\n if (!this._isSourceReady())\n {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n }\n else\n {\n this._onCanPlay();\n }\n\n this._load = new Promise(function (resolve) {\n if (this$1.valid)\n {\n resolve(this$1);\n }\n else\n {\n this$1._resolve = resolve;\n\n source.load();\n }\n });\n\n return this._load;\n };\n\n /**\n * Returns true if the underlying source is playing.\n *\n * @private\n * @return {boolean} True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function _isSourcePlaying ()\n {\n var source = this.source;\n\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n };\n\n /**\n * Returns true if the underlying source is ready for playing.\n *\n * @private\n * @return {boolean} True if ready.\n */\n VideoResource.prototype._isSourceReady = function _isSourceReady ()\n {\n return this.source.readyState === 3 || this.source.readyState === 4;\n };\n\n /**\n * Runs the update loop when the video is ready to play\n *\n * @private\n */\n VideoResource.prototype._onPlayStart = function _onPlayStart ()\n {\n // Just in case the video has not received its can play even yet..\n if (!this.valid)\n {\n this._onCanPlay();\n }\n\n if (!this._isAutoUpdating && this.autoUpdate)\n {\n Ticker.shared.add(this.update, this);\n this._isAutoUpdating = true;\n }\n };\n\n /**\n * Fired when a pause event is triggered, stops the update loop\n *\n * @private\n */\n VideoResource.prototype._onPlayStop = function _onPlayStop ()\n {\n if (this._isAutoUpdating)\n {\n Ticker.shared.remove(this.update, this);\n this._isAutoUpdating = false;\n }\n };\n\n /**\n * Fired when the video is loaded and ready to play\n *\n * @private\n */\n VideoResource.prototype._onCanPlay = function _onCanPlay ()\n {\n var ref = this;\n var source = ref.source;\n\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n\n var valid = this.valid;\n\n this.resize(source.videoWidth, source.videoHeight);\n\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve)\n {\n this._resolve(this);\n this._resolve = null;\n }\n\n if (this._isSourcePlaying())\n {\n this._onPlayStart();\n }\n else if (this.autoPlay)\n {\n source.play();\n }\n };\n\n /**\n * Destroys this texture\n * @override\n */\n VideoResource.prototype.dispose = function dispose ()\n {\n if (this._isAutoUpdating)\n {\n Ticker.shared.remove(this.update, this);\n }\n\n if (this.source)\n {\n this.source.pause();\n this.source.src = '';\n this.source.load();\n }\n BaseImageResource.prototype.dispose.call(this);\n };\n\n /**\n * Should the base texture automatically update itself, set to true by default\n *\n * @member {boolean}\n */\n prototypeAccessors.autoUpdate.get = function ()\n {\n return this._autoUpdate;\n };\n\n prototypeAccessors.autoUpdate.set = function (value) // eslint-disable-line require-jsdoc\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isAutoUpdating)\n {\n Ticker.shared.remove(this.update, this);\n this._isAutoUpdating = false;\n }\n else if (this._autoUpdate && !this._isAutoUpdating)\n {\n Ticker.shared.add(this.update, this);\n this._isAutoUpdating = true;\n }\n }\n };\n\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n *\n * @member {number}\n */\n prototypeAccessors.updateFPS.get = function ()\n {\n return this._updateFPS;\n };\n\n prototypeAccessors.updateFPS.set = function (value) // eslint-disable-line require-jsdoc\n {\n if (value !== this._updateFPS)\n {\n this._updateFPS = value;\n }\n };\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @return {boolean} `true` if video source\n */\n VideoResource.test = function test (source, extension)\n {\n return (source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n\n Object.defineProperties( VideoResource.prototype, prototypeAccessors );\n\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * List of common video file extensions supported by VideoResource.\n * @constant\n * @member {Array}\n * @static\n * @readonly\n */\nVideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n\nINSTALLED.push(\n ImageResource,\n CanvasResource,\n VideoResource,\n SVGResource,\n BufferResource,\n CubeResource,\n ArrayResource\n);\n\nvar index = ({\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n Resource: Resource,\n BaseImageResource: BaseImageResource\n});\n\n/**\n * System is a base class used for extending systems used by the {@link PIXI.Renderer}\n *\n * @see PIXI.Renderer#addSystem\n * @class\n * @memberof PIXI\n */\nvar System = function System(renderer)\n{\n /**\n * The renderer this manager works for.\n *\n * @member {PIXI.Renderer}\n */\n this.renderer = renderer;\n\n this.renderer.runners.contextChange.add(this);\n};\n\n/**\n * Generic method called when there is a WebGL context change.\n *\n * @param {WebGLRenderingContext} gl new webgl context\n */\nSystem.prototype.contextChange = function contextChange (gl) // eslint-disable-line no-unused-vars\n{\n // do some codes init!\n};\n\n/**\n * Generic destroy methods to be overridden by the subclass\n */\nSystem.prototype.destroy = function destroy ()\n{\n this.renderer.runners.contextChange.remove(this);\n this.renderer = null;\n};\n\n/**\n * Resource type for DepthTexture.\n * @class\n * @extends PIXI.resources.BufferResource\n * @memberof PIXI.resources\n */\nvar DepthResource = /*@__PURE__*/(function (BufferResource) {\n function DepthResource () {\n BufferResource.apply(this, arguments);\n }\n\n if ( BufferResource ) DepthResource.__proto__ = BufferResource;\n DepthResource.prototype = Object.create( BufferResource && BufferResource.prototype );\n DepthResource.prototype.constructor = DepthResource;\n\n DepthResource.prototype.upload = function upload (renderer, baseTexture, glTexture)\n {\n var gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.premultiplyAlpha);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n gl.DEPTH_COMPONENT16, // Needed for depth to render properly in webgl2.0\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n baseTexture.type,\n this.data\n );\n }\n\n return true;\n };\n\n return DepthResource;\n}(BufferResource));\n\n/**\n * Frame buffer used by the BaseRenderTexture\n *\n * @class\n * @memberof PIXI\n */\nvar Framebuffer = function Framebuffer(width, height)\n{\n this.width = Math.ceil(width || 100);\n this.height = Math.ceil(height || 100);\n\n this.stencil = false;\n this.depth = false;\n\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n\n this.depthTexture = null;\n this.colorTextures = [];\n\n this.glFramebuffers = {};\n\n this.disposeRunner = new Runner('disposeFramebuffer', 2);\n};\n\nvar prototypeAccessors$1 = { colorTexture: { configurable: true } };\n\n/**\n * Reference to the colorTexture.\n *\n * @member {PIXI.Texture[]}\n * @readonly\n */\nprototypeAccessors$1.colorTexture.get = function ()\n{\n return this.colorTextures[0];\n};\n\n/**\n * Add texture to the colorTexture array\n *\n * @param {number} [index=0] - Index of the array to add the texture to\n * @param {PIXI.Texture} [texture] - Texture to add to the array\n */\nFramebuffer.prototype.addColorTexture = function addColorTexture (index, texture)\n{\n if ( index === void 0 ) index = 0;\n\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, { scaleMode: 0,\n resolution: 1,\n mipmap: false,\n width: this.width,\n height: this.height });// || new Texture();\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n};\n\n/**\n * Add a depth texture to the frame buffer\n *\n * @param {PIXI.Texture} [texture] - Texture to add\n */\nFramebuffer.prototype.addDepthTexture = function addDepthTexture (texture)\n{\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { scaleMode: 0,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: false,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT });// UNSIGNED_SHORT;\n /* eslint-disable max-len */\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n};\n\n/**\n * Enable depth on the frame buffer\n */\nFramebuffer.prototype.enableDepth = function enableDepth ()\n{\n this.depth = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n};\n\n/**\n * Enable stencil on the frame buffer\n */\nFramebuffer.prototype.enableStencil = function enableStencil ()\n{\n this.stencil = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n};\n\n/**\n * Resize the frame buffer\n *\n * @param {number} width - Width of the frame buffer to resize to\n * @param {number} height - Height of the frame buffer to resize to\n */\nFramebuffer.prototype.resize = function resize (width, height)\n{\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n if (width === this.width && height === this.height) { return; }\n\n this.width = width;\n this.height = height;\n\n this.dirtyId++;\n this.dirtySize++;\n\n for (var i = 0; i < this.colorTextures.length; i++)\n {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n\n // take into acount the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n\n if (this.depthTexture)\n {\n var resolution$1 = this.depthTexture.resolution;\n\n this.depthTexture.setSize(width / resolution$1, height / resolution$1);\n }\n};\n\n/**\n * disposes WebGL resources that are connected to this geometry\n */\nFramebuffer.prototype.dispose = function dispose ()\n{\n this.disposeRunner.run(this, false);\n};\n\nObject.defineProperties( Framebuffer.prototype, prototypeAccessors$1 );\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.BaseTexture\n * @memberof PIXI\n */\nvar BaseRenderTexture = /*@__PURE__*/(function (BaseTexture) {\n function BaseRenderTexture(options)\n {\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width$1 = arguments[0];\n var height$1 = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n\n options = { width: width$1, height: height$1, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n\n BaseTexture.call(this, null, options);\n\n var ref = options || {};\n var width = ref.width;\n var height = ref.height;\n\n // Set defaults\n this.mipmap = false;\n this.width = Math.ceil(width) || 100;\n this.height = Math.ceil(height) || 100;\n this.valid = true;\n\n /**\n * A reference to the canvas render target (we only need one as this can be shared across renderers)\n *\n * @protected\n * @member {object}\n */\n this._canvasRenderTarget = null;\n\n this.clearColor = [0, 0, 0, 0];\n\n this.framebuffer = new Framebuffer(this.width * this.resolution, this.height * this.resolution)\n .addColorTexture(0, this)\n .enableStencil();\n\n // TODO - could this be added the systems?\n\n /**\n * The data structure for the stencil masks.\n *\n * @member {PIXI.Graphics[]}\n */\n this.stencilMaskStack = [];\n\n /**\n * The data structure for the filters.\n *\n * @member {PIXI.Graphics[]}\n */\n this.filterStack = [{}];\n }\n\n if ( BaseTexture ) BaseRenderTexture.__proto__ = BaseTexture;\n BaseRenderTexture.prototype = Object.create( BaseTexture && BaseTexture.prototype );\n BaseRenderTexture.prototype.constructor = BaseRenderTexture;\n\n /**\n * Resizes the BaseRenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n */\n BaseRenderTexture.prototype.resize = function resize (width, height)\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n this.framebuffer.resize(width * this.resolution, height * this.resolution);\n };\n\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function dispose ()\n {\n this.framebuffer.dispose();\n\n BaseTexture.prototype.dispose.call(this);\n };\n\n /**\n * Destroys this texture.\n *\n */\n BaseRenderTexture.prototype.destroy = function destroy ()\n {\n BaseTexture.prototype.destroy.call(this, true);\n\n this.framebuffer = null;\n\n this.renderer = null;\n };\n\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * A standard object to store the Uvs of a texture\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = function TextureUvs()\n{\n this.x0 = 0;\n this.y0 = 0;\n\n this.x1 = 1;\n this.y1 = 0;\n\n this.x2 = 1;\n this.y2 = 1;\n\n this.x3 = 0;\n this.y3 = 1;\n\n this.uvsFloat32 = new Float32Array(8);\n};\n\n/**\n * Sets the texture Uvs based on the given frame information.\n *\n * @protected\n * @param {PIXI.Rectangle} frame - The frame of the texture\n * @param {PIXI.Rectangle} baseFrame - The base frame of the texture\n * @param {number} rotate - Rotation of frame, see {@link PIXI.GroupD8}\n */\nTextureUvs.prototype.set = function set (frame, baseFrame, rotate)\n{\n var tw = baseFrame.width;\n var th = baseFrame.height;\n\n if (rotate)\n {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n\n rotate = GroupD8.add(rotate, GroupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * GroupD8.uX(rotate));\n this.y0 = cY + (h2 * GroupD8.uY(rotate));\n\n rotate = GroupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * GroupD8.uX(rotate));\n this.y1 = cY + (h2 * GroupD8.uY(rotate));\n\n rotate = GroupD8.add(rotate, 2);\n this.x2 = cX + (w2 * GroupD8.uX(rotate));\n this.y2 = cY + (h2 * GroupD8.uY(rotate));\n\n rotate = GroupD8.add(rotate, 2);\n this.x3 = cX + (w2 * GroupD8.uX(rotate));\n this.y3 = cY + (h2 * GroupD8.uY(rotate));\n }\n else\n {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n};\n\nvar DEFAULT_UVS = new TextureUvs();\n\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar Texture = /*@__PURE__*/(function (EventEmitter) {\n function Texture(baseTexture, frame, orig, trim, rotate, anchor)\n {\n EventEmitter.call(this);\n\n /**\n * Does this Texture have any frame data assigned to it?\n *\n * This mode is enabled automatically if no frame was passed inside constructor.\n *\n * In this mode texture is subscribed to baseTexture events, and fires `update` on any change.\n *\n * Beware, after loading or resize of baseTexture event can fired two times!\n * If you want more control, subscribe on baseTexture itself.\n *\n * ```js\n * texture.on('update', () => {});\n * ```\n *\n * Any assignment of `frame` switches off `noFrame` mode.\n *\n * @member {boolean}\n */\n this.noFrame = false;\n\n if (!frame)\n {\n this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n\n if (baseTexture instanceof Texture)\n {\n baseTexture = baseTexture.baseTexture;\n }\n\n /**\n * The base texture that this texture uses.\n *\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = baseTexture;\n\n /**\n * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n *\n * @member {PIXI.Rectangle}\n */\n this._frame = frame;\n\n /**\n * This is the trimmed area of original texture, before it was put in atlas\n * Please call `updateUvs()` after you change coordinates of `trim` manually.\n *\n * @member {PIXI.Rectangle}\n */\n this.trim = trim;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = false;\n\n /**\n * This will let a renderer know that a texture has been updated (used mainly for WebGL uv updates)\n *\n * @member {boolean}\n */\n this.requiresUpdate = false;\n\n /**\n * The WebGL UV data cache. Can be used as quad UV\n *\n * @member {PIXI.TextureUvs}\n * @protected\n */\n this._uvs = DEFAULT_UVS;\n\n /**\n * Default TextureMatrix instance for this texture\n * By default that object is not created because its heavy\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = null;\n\n /**\n * This is the area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n this.orig = orig || frame;// new Rectangle(0, 0, 1, 1);\n\n this._rotate = Number(rotate || 0);\n\n if (rotate === true)\n {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n this._rotate = 2;\n }\n else if (this._rotate % 2 !== 0)\n {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n\n /**\n * Anchor point that is used as default if sprite is created with this texture.\n * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point.\n * @member {PIXI.Point}\n * @default {0,0}\n */\n this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n\n /**\n * Update ID is observed by sprites and TextureMatrix instances.\n * Call updateUvs() to increment it.\n *\n * @member {number}\n * @protected\n */\n\n this._updateID = 0;\n\n /**\n * The ids under which this Texture has been added to the texture cache. This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n this.textureCacheIds = [];\n\n if (!baseTexture.valid)\n {\n baseTexture.once('loaded', this.onBaseTextureUpdated, this);\n }\n else if (this.noFrame)\n {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid)\n {\n this.onBaseTextureUpdated(baseTexture);\n }\n }\n else\n {\n this.frame = frame;\n }\n\n if (this.noFrame)\n {\n baseTexture.on('update', this.onBaseTextureUpdated, this);\n }\n }\n\n if ( EventEmitter ) Texture.__proto__ = EventEmitter;\n Texture.prototype = Object.create( EventEmitter && EventEmitter.prototype );\n Texture.prototype.constructor = Texture;\n\n var prototypeAccessors = { frame: { configurable: true },rotate: { configurable: true },width: { configurable: true },height: { configurable: true } };\n\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n *\n */\n Texture.prototype.update = function update ()\n {\n if (this.baseTexture.resource)\n {\n this.baseTexture.resource.update();\n }\n };\n\n /**\n * Called when the base texture is updated\n *\n * @protected\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function onBaseTextureUpdated (baseTexture)\n {\n if (this.noFrame)\n {\n if (!this.baseTexture.valid)\n {\n return;\n }\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else\n {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n\n this.emit('update', this);\n };\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function destroy (destroyBase)\n {\n if (this.baseTexture)\n {\n if (destroyBase)\n {\n var ref = this.baseTexture;\n var resource = ref.resource;\n\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && TextureCache[resource.url])\n {\n Texture.removeFromCache(resource.url);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n Texture.prototype.clone = function clone ()\n {\n return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate, this.defaultAnchor);\n };\n\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function updateUvs ()\n {\n if (this._uvs === DEFAULT_UVS)\n {\n this._uvs = new TextureUvs();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n };\n\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source\n * Source to create texture from\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Texture} The newly created texture\n */\n Texture.from = function from (source, options)\n {\n if ( options === void 0 ) options = {};\n\n var cacheId = null;\n\n if (typeof source === 'string')\n {\n cacheId = source;\n }\n else\n {\n if (!source._pixiId)\n {\n source._pixiId = \"pixiid_\" + (uid());\n }\n\n cacheId = source._pixiId;\n }\n\n var texture = TextureCache[cacheId];\n\n if (!texture)\n {\n if (!options.resolution)\n {\n options.resolution = getResolutionOfUrl(source);\n }\n\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n\n // lets assume its a base texture!\n return texture;\n };\n\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Texture} The resulting new BaseTexture\n */\n Texture.fromBuffer = function fromBuffer (buffer, width, height, options)\n {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n\n /**\n * Create a texture from a source and add to the cache.\n *\n * @static\n * @param {HTMLImageElement|HTMLCanvasElement} source - The input source.\n * @param {String} imageUrl - File name of texture, for cache and resolving resolution.\n * @param {String} [name] - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @return {PIXI.Texture} Output texture\n */\n Texture.fromLoader = function fromLoader (source, imageUrl, name)\n {\n var resource = new ImageResource(source);\n\n resource.url = imageUrl;\n\n var baseTexture = new BaseTexture(resource, {\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n });\n\n var texture = new Texture(baseTexture);\n\n // No name, use imageUrl instead\n if (!name)\n {\n name = imageUrl;\n }\n\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n\n // also add references by url if they are different.\n if (name !== imageUrl)\n {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.Texture} texture - The Texture to add to the cache.\n * @param {string} id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function addToCache (texture, id)\n {\n if (id)\n {\n if (texture.textureCacheIds.indexOf(id) === -1)\n {\n texture.textureCacheIds.push(id);\n }\n\n if (TextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn((\"Texture added to the cache with an id [\" + id + \"] that already had an entry\"));\n }\n\n TextureCache[id] = texture;\n }\n };\n\n /**\n * Remove a Texture from the global TextureCache.\n *\n * @static\n * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself\n * @return {PIXI.Texture|null} The Texture that was removed\n */\n Texture.removeFromCache = function removeFromCache (texture)\n {\n if (typeof texture === 'string')\n {\n var textureFromCache = TextureCache[texture];\n\n if (textureFromCache)\n {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n\n if (index > -1)\n {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete TextureCache[texture];\n\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds)\n {\n for (var i = 0; i < texture.textureCacheIds.length; ++i)\n {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture)\n {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n\n texture.textureCacheIds.length = 0;\n\n return texture;\n }\n\n return null;\n };\n\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n *\n * @member {PIXI.Rectangle}\n */\n prototypeAccessors.frame.get = function ()\n {\n return this._frame;\n };\n\n prototypeAccessors.frame.set = function (frame) // eslint-disable-line require-jsdoc\n {\n this._frame = frame;\n\n this.noFrame = false;\n\n var x = frame.x;\n var y = frame.y;\n var width = frame.width;\n var height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n\n if (xNotFit || yNotFit)\n {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + (this.baseTexture.width);\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + (this.baseTexture.height);\n\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + errorX + \" \" + relationship + \" \" + errorY);\n }\n\n this.valid = width && height && this.baseTexture.valid;\n\n if (!this.trim && !this.rotate)\n {\n this.orig = frame;\n }\n\n if (this.valid)\n {\n this.updateUvs();\n }\n };\n\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.GroupD8} for explanation\n *\n * @member {number}\n */\n prototypeAccessors.rotate.get = function ()\n {\n return this._rotate;\n };\n\n prototypeAccessors.rotate.set = function (rotate) // eslint-disable-line require-jsdoc\n {\n this._rotate = rotate;\n if (this.valid)\n {\n this.updateUvs();\n }\n };\n\n /**\n * The width of the Texture in pixels.\n *\n * @member {number}\n */\n prototypeAccessors.width.get = function ()\n {\n return this.orig.width;\n };\n\n /**\n * The height of the Texture in pixels.\n *\n * @member {number}\n */\n prototypeAccessors.height.get = function ()\n {\n return this.orig.height;\n };\n\n Object.defineProperties( Texture.prototype, prototypeAccessors );\n\n return Texture;\n}(EventEmitter));\n\nfunction createWhiteTexture()\n{\n var canvas = document.createElement('canvas');\n\n canvas.width = 16;\n canvas.height = 16;\n\n var context = canvas.getContext('2d');\n\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n\n return new Texture(new BaseTexture(new CanvasResource(canvas)));\n}\n\nfunction removeAllHandlers(tex)\n{\n tex.destroy = function _emptyDestroy() { /* empty */ };\n tex.on = function _emptyOn() { /* empty */ };\n tex.once = function _emptyOnce() { /* empty */ };\n tex.emit = function _emptyEmit() { /* empty */ };\n}\n\n/**\n * An empty texture, used often to not have to create multiple empty textures.\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\nTexture.EMPTY = new Texture(new BaseTexture());\nremoveAllHandlers(Texture.EMPTY);\nremoveAllHandlers(Texture.EMPTY.baseTexture);\n\n/**\n * A white texture of 10x10 size, used for graphics and other things\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\nTexture.WHITE = createWhiteTexture();\nremoveAllHandlers(Texture.WHITE);\nremoveAllHandlers(Texture.WHITE.baseTexture);\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create(800, 600);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create(100, 100);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.Texture\n * @memberof PIXI\n */\nvar RenderTexture = /*@__PURE__*/(function (Texture) {\n function RenderTexture(baseRenderTexture, frame)\n {\n // support for legacy..\n var _legacyRenderer = null;\n\n if (!(baseRenderTexture instanceof BaseRenderTexture))\n {\n /* eslint-disable prefer-rest-params, no-console */\n var width = arguments[1];\n var height = arguments[2];\n var scaleMode = arguments[3];\n var resolution = arguments[4];\n\n // we have an old render texture..\n console.warn((\"Please use RenderTexture.create(\" + width + \", \" + height + \") instead of the ctor directly.\"));\n _legacyRenderer = arguments[0];\n /* eslint-enable prefer-rest-params, no-console */\n\n frame = null;\n baseRenderTexture = new BaseRenderTexture({\n width: width,\n height: height,\n scaleMode: scaleMode,\n resolution: resolution,\n });\n }\n\n /**\n * The base texture object that this texture uses\n *\n * @member {PIXI.BaseTexture}\n */\n Texture.call(this, baseRenderTexture, frame);\n\n this.legacyRenderer = _legacyRenderer;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = true;\n\n /**\n * FilterSystem temporary storage\n * @protected\n * @member {PIXI.Rectangle}\n */\n this.filterFrame = null;\n\n /**\n * The key for pooled texture of FilterSystem\n * @protected\n * @member {string}\n */\n this.filterPoolKey = null;\n\n this.updateUvs();\n }\n\n if ( Texture ) RenderTexture.__proto__ = Texture;\n RenderTexture.prototype = Object.create( Texture && Texture.prototype );\n RenderTexture.prototype.constructor = RenderTexture;\n\n /**\n * Resizes the RenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n * @param {boolean} [resizeBaseTexture=true] - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function resize (width, height, resizeBaseTexture)\n {\n if ( resizeBaseTexture === void 0 ) resizeBaseTexture = true;\n\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n\n if (resizeBaseTexture)\n {\n this.baseTexture.resize(width, height);\n }\n\n this.updateUvs();\n };\n\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n *\n * @param {number} resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function setResolution (resolution)\n {\n var ref = this;\n var baseTexture = ref.baseTexture;\n\n if (baseTexture.resolution === resolution)\n {\n return;\n }\n\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n\n /**\n * A short hand way of creating a render texture.\n *\n * @param {object} [options] - Options\n * @param {number} [options.width=100] - The width of the render texture\n * @param {number} [options.height=100] - The height of the render texture\n * @param {number} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated\n * @return {PIXI.RenderTexture} The new render texture\n */\n RenderTexture.create = function create (options)\n {\n // fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: arguments[1],\n scaleMode: arguments[2],\n resolution: arguments[3],\n };\n /* eslint-enable prefer-rest-params */\n }\n\n return new RenderTexture(new BaseRenderTexture(options));\n };\n\n return RenderTexture;\n}(Texture));\n\n/* eslint-disable max-len */\n\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * @class\n * @memberof PIXI\n */\nvar Attribute = function Attribute(buffer, size, normalized, type, stride, start, instance)\n{\n if ( normalized === void 0 ) normalized = false;\n if ( type === void 0 ) type = 5126;\n\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n};\n\n/**\n * Destroys the Attribute.\n */\nAttribute.prototype.destroy = function destroy ()\n{\n this.buffer = null;\n};\n\n/**\n * Helper function that creates an Attribute based on the information provided\n *\n * @static\n * @param {string} buffer the id of the buffer that this attribute will look for\n * @param {Number} [size=2] the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param {Number} [stride=0] How far apart (in floats) the start of each value is. (used for interleaving data)\n * @param {Number} [start=0] How far into the array to start reading values (used for interleaving data)\n * @param {Boolean} [normalized=false] should the data be normalized.\n *\n * @returns {PIXI.Attribute} A new {@link PIXI.Attribute} based on the information provided\n */\nAttribute.from = function from (buffer, size, normalized, type, stride)\n{\n return new Attribute(buffer, size, normalized, type, stride);\n};\n\nvar UID = 0;\n/* eslint-disable max-len */\n\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n *\n * @class\n * @memberof PIXI\n */\nvar Buffer = function Buffer(data, _static, index)\n{\n if ( _static === void 0 ) _static = true;\n if ( index === void 0 ) index = false;\n\n /**\n * The data in the buffer, as a typed array\n *\n * @member {ArrayBuffer| SharedArrayBuffer|ArrayBufferView}\n */\n this.data = data || new Float32Array(1);\n\n /**\n * A map of renderer IDs to webgl buffer\n *\n * @private\n * @member {object}\n */\n this._glBuffers = {};\n\n this._updateID = 0;\n\n this.index = index;\n\n this.static = _static;\n\n this.id = UID++;\n\n this.disposeRunner = new Runner('disposeBuffer', 2);\n};\n\n// TODO could explore flagging only a partial upload?\n/**\n * flags this buffer as requiring an upload to the GPU\n * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView} [data] the data to update in the buffer.\n */\nBuffer.prototype.update = function update (data)\n{\n this.data = data || this.data;\n this._updateID++;\n};\n\n/**\n * disposes WebGL resources that are connected to this geometry\n */\nBuffer.prototype.dispose = function dispose ()\n{\n this.disposeRunner.run(this, false);\n};\n\n/**\n * Destroys the buffer\n */\nBuffer.prototype.destroy = function destroy ()\n{\n this.dispose();\n\n this.data = null;\n};\n\n/**\n * Helper function that creates a buffer based on an array or TypedArray\n *\n * @static\n * @param {ArrayBufferView | number[]} data the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @return {PIXI.Buffer} A new Buffer based on the data provided.\n */\nBuffer.from = function from (data)\n{\n if (data instanceof Array)\n {\n data = new Float32Array(data);\n }\n\n return new Buffer(data);\n};\n\nfunction getBufferType(array)\n{\n if (array.BYTES_PER_ELEMENT === 4)\n {\n if (array instanceof Float32Array)\n {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array)\n {\n return 'Uint32Array';\n }\n\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2)\n {\n if (array instanceof Uint16Array)\n {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1)\n {\n if (array instanceof Uint8Array)\n {\n return 'Uint8Array';\n }\n }\n\n // TODO map out the rest of the array elements!\n return null;\n}\n\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\n\nfunction interleaveTypedArrays(arrays, sizes)\n{\n var outSize = 0;\n var stride = 0;\n var views = {};\n\n for (var i = 0; i < arrays.length; i++)\n {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n\n var buffer = new ArrayBuffer(outSize * 4);\n\n var out = null;\n var littleOffset = 0;\n\n for (var i$1 = 0; i$1 < arrays.length; i$1++)\n {\n var size = sizes[i$1];\n var array = arrays[i$1];\n\n var type = getBufferType(array);\n\n if (!views[type])\n {\n views[type] = new map[type](buffer);\n }\n\n out = views[type];\n\n for (var j = 0; j < array.length; j++)\n {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n\n out[indexStart + index] = array[j];\n }\n\n littleOffset += size;\n }\n\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$1 = 0;\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n\n/* eslint-disable max-len */\n\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n *\n * ```\n * @class\n * @memberof PIXI\n */\nvar Geometry = function Geometry(buffers, attributes)\n{\n if ( buffers === void 0 ) buffers = [];\n if ( attributes === void 0 ) attributes = {};\n\n this.buffers = buffers;\n\n this.indexBuffer = null;\n\n this.attributes = attributes;\n\n /**\n * A map of renderer IDs to webgl VAOs\n *\n * @protected\n * @type {object}\n */\n this.glVertexArrayObjects = {};\n\n this.id = UID$1++;\n\n this.instanced = false;\n\n this.instanceCount = 1;\n\n this._size = null;\n\n this.disposeRunner = new Runner('disposeGeometry', 2);\n\n /**\n * Count of existing (not destroyed) meshes that reference this geometry\n * @member {boolean}\n */\n this.refCount = 0;\n};\n\n/**\n*\n* Adds an attribute to the geometry\n*\n* @param {String} id - the name of the attribute (matching up to a shader)\n* @param {PIXI.Buffer} [buffer] the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n* @param {Number} [size=0] the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n* @param {Boolean} [normalized=false] should the data be normalized.\n* @param {Number} [type=PIXI.TYPES.FLOAT] what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n* @param {Number} [stride=0] How far apart (in floats) the start of each value is. (used for interleaving data)\n* @param {Number} [start=0] How far into the array to start reading values (used for interleaving data)\n*\n* @return {PIXI.Geometry} returns self, useful for chaining.\n*/\nGeometry.prototype.addAttribute = function addAttribute (id, buffer, size, normalized, type, stride, start, instance)\n{\n if ( normalized === void 0 ) normalized = false;\n if ( instance === void 0 ) instance = false;\n\n if (!buffer)\n {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n\n // check if this is a buffer!\n if (!buffer.data)\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Float32Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n var ids = id.split('|');\n\n if (ids.length > 1)\n {\n for (var i = 0; i < ids.length; i++)\n {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n\n return this;\n }\n\n var bufferIndex = this.buffers.indexOf(buffer);\n\n if (bufferIndex === -1)\n {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n\n return this;\n};\n\n/**\n * returns the requested attribute\n *\n * @param {String} id the name of the attribute required\n * @return {PIXI.Attribute} the attribute requested.\n */\nGeometry.prototype.getAttribute = function getAttribute (id)\n{\n return this.attributes[id];\n};\n\n/**\n * returns the requested buffer\n *\n * @param {String} id the name of the buffer required\n * @return {PIXI.Buffer} the buffer requested.\n */\nGeometry.prototype.getBuffer = function getBuffer (id)\n{\n return this.buffers[this.getAttribute(id).buffer];\n};\n\n/**\n*\n* Adds an index buffer to the geometry\n* The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n*\n* @param {PIXI.Buffer} [buffer] the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n* @return {PIXI.Geometry} returns self, useful for chaining.\n*/\nGeometry.prototype.addIndex = function addIndex (buffer)\n{\n if (!buffer.data)\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Uint16Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n buffer.index = true;\n this.indexBuffer = buffer;\n\n if (this.buffers.indexOf(buffer) === -1)\n {\n this.buffers.push(buffer);\n }\n\n return this;\n};\n\n/**\n * returns the index buffer\n *\n * @return {PIXI.Buffer} the index buffer.\n */\nGeometry.prototype.getIndex = function getIndex ()\n{\n return this.indexBuffer;\n};\n\n/**\n * this function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n *\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\nGeometry.prototype.interleave = function interleave ()\n{\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) { return this; }\n\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n\n for (i in this.attributes)\n {\n var attribute = this.attributes[i];\n\n var buffer = this.buffers[attribute.buffer];\n\n arrays.push(buffer.data);\n\n sizes.push((attribute.size * byteSizeMap[attribute.type]) / 4);\n\n attribute.buffer = 0;\n }\n\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n\n for (i = 0; i < this.buffers.length; i++)\n {\n if (this.buffers[i] !== this.indexBuffer)\n {\n this.buffers[i].destroy();\n }\n }\n\n this.buffers = [interleavedBuffer];\n\n if (this.indexBuffer)\n {\n this.buffers.push(this.indexBuffer);\n }\n\n return this;\n};\n\nGeometry.prototype.getSize = function getSize ()\n{\n for (var i in this.attributes)\n {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n\n return 0;\n};\n\n/**\n * disposes WebGL resources that are connected to this geometry\n */\nGeometry.prototype.dispose = function dispose ()\n{\n this.disposeRunner.run(this, false);\n};\n\n/**\n * Destroys the geometry.\n */\nGeometry.prototype.destroy = function destroy ()\n{\n this.dispose();\n\n this.buffers = null;\n this.indexBuffer.destroy();\n\n this.attributes = null;\n};\n\n/**\n * returns a clone of the geometry\n *\n * @returns {PIXI.Geometry} a new clone of this geometry\n */\nGeometry.prototype.clone = function clone ()\n{\n var geometry = new Geometry();\n\n for (var i = 0; i < this.buffers.length; i++)\n {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice());\n }\n\n for (var i$1 in this.attributes)\n {\n var attrib = this.attributes[i$1];\n\n geometry.attributes[i$1] = new Attribute(\n attrib.buffer,\n attrib.size,\n attrib.normalized,\n attrib.type,\n attrib.stride,\n attrib.start,\n attrib.instance\n );\n }\n\n if (this.indexBuffer)\n {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.index = true;\n }\n\n return geometry;\n};\n\n/**\n * merges an array of geometries into a new single one\n * geometry attribute styles must match for this operation to work\n *\n * @param {PIXI.Geometry[]} geometries array of geometries to merge\n * @returns {PIXI.Geometry} shiny new geometry!\n */\nGeometry.merge = function merge (geometries)\n{\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n\n var geometryOut = new Geometry();\n\n var arrays = [];\n var sizes = [];\n var offsets = [];\n\n var geometry;\n\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++)\n {\n geometry = geometries[i];\n\n for (var j = 0; j < geometry.buffers.length; j++)\n {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n\n // build the correct size arrays..\n for (var i$1 = 0; i$1 < geometry.buffers.length; i$1++)\n {\n // TODO types!\n arrays[i$1] = new map$1[getBufferType(geometry.buffers[i$1].data)](sizes[i$1]);\n geometryOut.buffers[i$1] = new Buffer(arrays[i$1]);\n }\n\n // pass to set data..\n for (var i$2 = 0; i$2 < geometries.length; i$2++)\n {\n geometry = geometries[i$2];\n\n for (var j$1 = 0; j$1 < geometry.buffers.length; j$1++)\n {\n arrays[j$1].set(geometry.buffers[j$1].data, offsets[j$1]);\n offsets[j$1] += geometry.buffers[j$1].data.length;\n }\n }\n\n geometryOut.attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.index = true;\n\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n\n // get a buffer\n for (var i$3 = 0; i$3 < geometry.buffers.length; i$3++)\n {\n if (geometry.buffers[i$3] !== geometry.indexBuffer)\n {\n bufferIndexToCount = i$3;\n break;\n }\n }\n\n // figure out the stride of one buffer..\n for (var i$4 in geometry.attributes)\n {\n var attribute = geometry.attributes[i$4];\n\n if ((attribute.buffer | 0) === bufferIndexToCount)\n {\n stride += ((attribute.size * byteSizeMap[attribute.type]) / 4);\n }\n }\n\n // time to off set all indexes..\n for (var i$5 = 0; i$5 < geometries.length; i$5++)\n {\n var indexBufferData = geometries[i$5].indexBuffer.data;\n\n for (var j$2 = 0; j$2 < indexBufferData.length; j$2++)\n {\n geometryOut.indexBuffer.data[j$2 + offset2] += offset;\n }\n\n offset += geometry.buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n\n return geometryOut;\n};\n\n/**\n * Helper class to create a quad\n *\n * @class\n * @memberof PIXI\n */\nvar Quad = /*@__PURE__*/(function (Geometry) {\n function Quad()\n {\n Geometry.call(this);\n\n this.addAttribute('aVertexPosition', [\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ])\n .addIndex([0, 1, 3, 2]);\n }\n\n if ( Geometry ) Quad.__proto__ = Geometry;\n Quad.prototype = Object.create( Geometry && Geometry.prototype );\n Quad.prototype.constructor = Quad;\n\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n *\n * @class\n * @memberof PIXI\n */\nvar QuadUv = /*@__PURE__*/(function (Geometry) {\n function QuadUv()\n {\n Geometry.call(this);\n\n /**\n * An array of vertices\n *\n * @member {Float32Array}\n */\n this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n\n /**\n * The Uvs of the quad\n *\n * @member {Float32Array}\n */\n this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n\n this.vertexBuffer = new Buffer(this.vertices);\n this.uvBuffer = new Buffer(this.uvs);\n\n this.addAttribute('aVertexPosition', this.vertexBuffer)\n .addAttribute('aTextureCoord', this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n }\n\n if ( Geometry ) QuadUv.__proto__ = Geometry;\n QuadUv.prototype = Object.create( Geometry && Geometry.prototype );\n QuadUv.prototype.constructor = QuadUv;\n\n /**\n * Maps two Rectangle to the quad.\n *\n * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle\n * @param {PIXI.Rectangle} destinationFrame - the second rectangle\n * @return {PIXI.Quad} Returns itself.\n */\n QuadUv.prototype.map = function map (targetTextureFrame, destinationFrame)\n {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n\n this.uvs[0] = x;\n this.uvs[1] = y;\n\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n\n x = destinationFrame.x;\n y = destinationFrame.y;\n\n this.vertices[0] = x;\n this.vertices[1] = y;\n\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n\n this.invalidate();\n\n return this;\n };\n\n /**\n * legacy upload method, just marks buffers dirty\n * @returns {PIXI.QuadUv} Returns itself.\n */\n QuadUv.prototype.invalidate = function invalidate ()\n {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n\n return this;\n };\n\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * @class\n * @memberof PIXI\n */\nvar UniformGroup = function UniformGroup(uniforms, _static)\n{\n /**\n * uniform values\n * @member {object}\n * @readonly\n */\n this.uniforms = uniforms;\n\n /**\n * Its a group and not a single uniforms\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.group = true;\n\n // lets generate this when the shader ?\n this.syncUniforms = {};\n\n /**\n * dirty version\n * @protected\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * unique id\n * @protected\n * @member {number}\n */\n this.id = UID$2++;\n\n /**\n * Uniforms wont be changed after creation\n * @member {boolean}\n */\n this.static = !!_static;\n};\n\nUniformGroup.prototype.update = function update ()\n{\n this.dirtyId++;\n};\n\nUniformGroup.prototype.add = function add (name, uniforms, _static)\n{\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n};\n\nUniformGroup.from = function from (uniforms, _static)\n{\n return new UniformGroup(uniforms, _static);\n};\n\n/**\n * System plugin to the renderer to manage filter states.\n *\n * @class\n * @private\n */\nvar FilterState = function FilterState()\n{\n this.renderTexture = null;\n\n /**\n * Target of the filters\n * We store for case when custom filter wants to know the element it was applied on\n * @member {PIXI.DisplayObject}\n * @private\n */\n this.target = null;\n\n /**\n * Compatibility with PixiJS v4 filters\n * @member {boolean}\n * @default false\n * @private\n */\n this.legacy = false;\n\n /**\n * Resolution of filters\n * @member {number}\n * @default 1\n * @private\n */\n this.resolution = 1;\n\n // next three fields are created only for root\n // re-assigned for everything else\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.destinationFrame = new Rectangle();\n\n /**\n * Collection of filters\n * @member {PIXI.Filter[]}\n * @private\n */\n this.filters = [];\n};\n\n/**\n * clears the state\n * @private\n */\nFilterState.prototype.clear = function clear ()\n{\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n};\n\nvar screenKey = 'screen';\n\n/**\n * System plugin to the renderer to manage the filters.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nvar FilterSystem = /*@__PURE__*/(function (System) {\n function FilterSystem(renderer)\n {\n System.call(this, renderer);\n\n /**\n * List of filters for the FilterSystem\n * @member {Object[]}\n * @readonly\n */\n this.defaultFilterStack = [{}];\n\n /**\n * stores a bunch of PO2 textures used for filtering\n * @member {Object}\n */\n this.texturePool = {};\n\n /**\n * a pool for storing filter states, save us creating new ones each tick\n * @member {Object[]}\n */\n this.statePool = [];\n\n /**\n * A very simple geometry used when drawing a filter effect to the screen\n * @member {PIXI.Quad}\n */\n this.quad = new Quad();\n\n /**\n * Quad UVs\n * @member {PIXI.QuadUv}\n */\n this.quadUv = new QuadUv();\n\n /**\n * Temporary rect for maths\n * @type {PIXI.Rectangle}\n */\n this.tempRect = new Rectangle();\n\n /**\n * Active state\n * @member {object}\n */\n this.activeState = {};\n\n /**\n * This uniform group is attached to filter uniforms when used\n * @member {PIXI.UniformGroup}\n * @property {PIXI.Rectangle} outputFrame\n * @property {Float32Array} inputSize\n * @property {Float32Array} inputPixel\n * @property {Float32Array} inputClamp\n * @property {Number} resolution\n * @property {Float32Array} filterArea\n * @property {Fload32Array} filterClamp\n */\n this.globalUniforms = new UniformGroup({\n outputFrame: this.tempRect,\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n\n this._pixelsWidth = renderer.view.width;\n this._pixelsHeight = renderer.view.height;\n }\n\n if ( System ) FilterSystem.__proto__ = System;\n FilterSystem.prototype = Object.create( System && System.prototype );\n FilterSystem.prototype.constructor = FilterSystem;\n\n /**\n * Adds a new filter to the System.\n *\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param {PIXI.Filter[]} filters - The filters to apply.\n */\n FilterSystem.prototype.push = function push (target, filters)\n {\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n\n var resolution = filters[0].resolution;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n var legacy = filters[0].legacy;\n\n for (var i = 1; i < filters.length; i++)\n {\n var filter = filters[i];\n\n // lets use the lowest resolution..\n resolution = Math.min(resolution, filter.resolution);\n // and the largest amount of padding!\n padding = Math.max(padding, filter.padding);\n // only auto fit if all filters are autofit\n autoFit = autoFit || filter.autoFit;\n\n legacy = legacy || filter.legacy;\n }\n\n if (filterStack.length === 1)\n {\n this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current;\n }\n\n filterStack.push(state);\n\n state.resolution = resolution;\n\n state.legacy = legacy;\n\n state.target = target;\n\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n\n state.sourceFrame.pad(padding);\n if (autoFit)\n {\n state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame);\n }\n\n // round to whole number based on resolution\n state.sourceFrame.ceil(resolution);\n\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution);\n state.filters = filters;\n\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n\n state.renderTexture.filterFrame = state.sourceFrame;\n\n renderer.renderTexture.bind(state.renderTexture, state.sourceFrame);// /, state.destinationFrame);\n renderer.renderTexture.clear();\n };\n\n /**\n * Pops off the filter and applies it.\n *\n */\n FilterSystem.prototype.pop = function pop ()\n {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n\n this.activeState = state;\n\n var globalUniforms = this.globalUniforms.uniforms;\n\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n\n inputPixel[0] = inputSize[0] * state.resolution;\n inputPixel[1] = inputSize[1] * state.resolution;\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n\n // only update the rect if its legacy..\n if (state.legacy)\n {\n var filterArea = globalUniforms.filterArea;\n\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n\n this.globalUniforms.update();\n\n var lastState = filterStack[filterStack.length - 1];\n\n if (filters.length === 1)\n {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, false, state);\n\n this.returnFilterTexture(state.renderTexture);\n }\n else\n {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(\n flip.width,\n flip.height,\n state.resolution\n );\n\n flop.filterFrame = flip.filterFrame;\n\n var i = 0;\n\n for (i = 0; i < filters.length - 1; ++i)\n {\n filters[i].apply(this, flip, flop, true, state);\n\n var t = flip;\n\n flip = flop;\n flop = t;\n }\n\n filters[i].apply(this, flip, lastState.renderTexture, false, state);\n\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n\n state.clear();\n this.statePool.push(state);\n };\n\n /**\n * Draws a filter.\n *\n * @param {PIXI.Filter} filter - The filter to draw.\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {boolean} clear - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function applyFilter (filter, input, output, clear)\n {\n var renderer = this.renderer;\n\n renderer.renderTexture.bind(output, output ? output.filterFrame : null);\n\n if (clear)\n {\n // gl.disable(gl.SCISSOR_TEST);\n renderer.renderTexture.clear();\n // gl.enable(gl.SCISSOR_TEST);\n }\n\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n\n renderer.state.setState(filter.state);\n renderer.shader.bind(filter);\n\n if (filter.legacy)\n {\n this.quadUv.map(input._frame, input.filterFrame);\n\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else\n {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n *\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function calculateSpriteMatrix (outputMatrix, sprite)\n {\n var ref = this.activeState;\n var sourceFrame = ref.sourceFrame;\n var destinationFrame = ref.destinationFrame;\n var ref$1 = sprite._texture;\n var orig = ref$1.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0,\n destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n\n return mappedMatrix;\n };\n\n /**\n * Destroys this Filter System.\n *\n * @param {boolean} [contextLost=false] context was lost, do not free shaders\n *\n */\n FilterSystem.prototype.destroy = function destroy (contextLost)\n {\n if ( contextLost === void 0 ) contextLost = false;\n\n if (!contextLost)\n {\n this.emptyPool();\n }\n else\n {\n this.texturePool = {};\n }\n };\n\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n *\n * TODO move to a separate class could be on renderer?\n *\n * @protected\n * @param {number} minWidth - The minimum width of the render texture in real pixels.\n * @param {number} minHeight - The minimum height of the render texture in real pixels.\n * @param {number} [resolution=1] - The resolution of the render texture.\n * @return {PIXI.RenderTexture} The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function getOptimalFilterTexture (minWidth, minHeight, resolution)\n {\n if ( resolution === void 0 ) resolution = 1;\n\n var key = screenKey;\n\n minWidth *= resolution;\n minHeight *= resolution;\n\n if (minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight)\n {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = ((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF);\n }\n\n if (!this.texturePool[key])\n {\n this.texturePool[key] = [];\n }\n\n var renderTexture = this.texturePool[key].pop();\n\n if (!renderTexture)\n {\n renderTexture = RenderTexture.create({\n width: minWidth,\n height: minHeight,\n });\n }\n\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n\n return renderTexture;\n };\n\n /**\n * Gets extra render texture to use inside current filter\n *\n * @param {number} resolution resolution of the renderTexture\n * @returns {PIXI.RenderTexture}\n */\n FilterSystem.prototype.getFilterTexture = function getFilterTexture (resolution)\n {\n var rt = this.activeState.renderTexture;\n\n var filterTexture = this.getOptimalFilterTexture(rt.width, rt.height, resolution || rt.baseTexture.resolution);\n\n filterTexture.filterFrame = rt.filterFrame;\n\n return filterTexture;\n };\n\n /**\n * Frees a render texture back into the pool.\n *\n * @param {PIXI.RenderTexture} renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function returnFilterTexture (renderTexture)\n {\n var key = renderTexture.filterPoolKey;\n\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n\n /**\n * Empties the texture pool.\n *\n */\n FilterSystem.prototype.emptyPool = function emptyPool ()\n {\n for (var i in this.texturePool)\n {\n var textures = this.texturePool[i];\n\n if (textures)\n {\n for (var j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n }\n\n this.texturePool = {};\n };\n\n FilterSystem.prototype.resize = function resize ()\n {\n var textures = this.texturePool[screenKey];\n\n if (textures)\n {\n for (var j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n this.texturePool[screenKey] = [];\n\n this._pixelsWidth = this.renderer.view.width;\n this._pixelsHeight = this.renderer.view.height;\n };\n\n return FilterSystem;\n}(System));\n\n/**\n * Base for a common object renderer that can be used as a system renderer plugin.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI\n */\nvar ObjectRenderer = /*@__PURE__*/(function (System) {\n function ObjectRenderer () {\n System.apply(this, arguments);\n }\n\n if ( System ) ObjectRenderer.__proto__ = System;\n ObjectRenderer.prototype = Object.create( System && System.prototype );\n ObjectRenderer.prototype.constructor = ObjectRenderer;\n\n ObjectRenderer.prototype.start = function start ()\n {\n // set the shader..\n };\n\n /**\n * Stops the renderer\n *\n */\n ObjectRenderer.prototype.stop = function stop ()\n {\n this.flush();\n };\n\n /**\n * Stub method for rendering content and emptying the current batch.\n *\n */\n ObjectRenderer.prototype.flush = function flush ()\n {\n // flush!\n };\n\n /**\n * Renders an object\n *\n * @param {PIXI.DisplayObject} object - The object to render.\n */\n ObjectRenderer.prototype.render = function render (object) // eslint-disable-line no-unused-vars\n {\n // render the object\n };\n\n return ObjectRenderer;\n}(System));\n\n/**\n * System plugin to the renderer to manage batching.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nvar BatchSystem = /*@__PURE__*/(function (System) {\n function BatchSystem(renderer)\n {\n System.call(this, renderer);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.emptyRenderer = new ObjectRenderer(renderer);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.currentRenderer = this.emptyRenderer;\n }\n\n if ( System ) BatchSystem.__proto__ = System;\n BatchSystem.prototype = Object.create( System && System.prototype );\n BatchSystem.prototype.constructor = BatchSystem;\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function setObjectRenderer (objectRenderer)\n {\n if (this.currentRenderer === objectRenderer)\n {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n\n this.currentRenderer.start();\n };\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function flush ()\n {\n this.setObjectRenderer(this.emptyRenderer);\n };\n\n /**\n * Reset the system to an empty renderer\n */\n BatchSystem.prototype.reset = function reset ()\n {\n this.setObjectRenderer(this.emptyRenderer);\n };\n\n return BatchSystem;\n}(System));\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n *\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n\nvar CONTEXT_UID = 0;\n\n/**\n * System plugin to the renderer to manage the context.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nvar ContextSystem = /*@__PURE__*/(function (System) {\n function ContextSystem(renderer)\n {\n System.call(this, renderer);\n\n /**\n * Either 1 or 2 to reflect the WebGL version being used\n * @member {number}\n * @readonly\n */\n this.webGLVersion = 1;\n\n /**\n * Extensions being used\n * @member {object}\n * @readonly\n * @property {WEBGL_draw_buffers} drawBuffers - WebGL v1 extension\n * @property {WEBGL_depth_texture} depthTexture - WebGL v1 extension\n * @property {OES_texture_float} floatTexture - WebGL v1 extension\n * @property {WEBGL_lose_context} loseContext - WebGL v1 extension\n * @property {OES_vertex_array_object} vertexArrayObject - WebGL v1 extension\n */\n this.extensions = {};\n\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n\n if ( System ) ContextSystem.__proto__ = System;\n ContextSystem.prototype = Object.create( System && System.prototype );\n ContextSystem.prototype.constructor = ContextSystem;\n\n var prototypeAccessors = { isLost: { configurable: true } };\n\n /**\n * `true` if the context is lost\n * @member {boolean}\n * @readonly\n */\n prototypeAccessors.isLost.get = function ()\n {\n return (!this.gl || this.gl.isContextLost());\n };\n\n /**\n * Handle the context change event\n * @param {WebGLRenderingContext} gl new webgl context\n */\n ContextSystem.prototype.contextChange = function contextChange (gl)\n {\n this.gl = gl;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context'))\n {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n\n /**\n * Initialize the context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function initFromContext (gl)\n {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID++;\n this.renderer.runners.contextChange.run(gl);\n };\n\n /**\n * Initialize from context options\n *\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function initFromOptions (options)\n {\n var gl = this.createContext(this.renderer.view, options);\n\n this.initFromContext(gl);\n };\n\n /**\n * Helper class to create a WebGL Context\n *\n * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from\n * @param options {object} An options object that gets passed in to the canvas element containing the context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @return {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function createContext (canvas, options)\n {\n var gl;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', options);\n }\n\n if (gl)\n {\n this.webGLVersion = 2;\n }\n else\n {\n this.webGLVersion = 1;\n\n gl = canvas.getContext('webgl', options)\n || canvas.getContext('experimental-webgl', options);\n\n if (!gl)\n {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n\n this.gl = gl;\n\n this.getExtensions();\n\n return gl;\n };\n\n /**\n * Auto-populate the extensions\n *\n * @protected\n */\n ContextSystem.prototype.getExtensions = function getExtensions ()\n {\n // time to set up default extensions that Pixi uses.\n var ref = this;\n var gl = ref.gl;\n\n if (this.webGLVersion === 1)\n {\n Object.assign(this.extensions, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBKIT_WEBGL_depth_texture'),\n floatTexture: gl.getExtension('OES_texture_float'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n });\n }\n\n // we don't use any specific WebGL 2 ones yet!\n };\n\n /**\n * Handles a lost webgl context\n *\n * @protected\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function handleContextLost (event)\n {\n event.preventDefault();\n };\n\n /**\n * Handles a restored webgl context\n *\n * @protected\n */\n ContextSystem.prototype.handleContextRestored = function handleContextRestored ()\n {\n this.renderer.runners.contextChange.run(this.gl);\n };\n\n ContextSystem.prototype.destroy = function destroy ()\n {\n var view = this.renderer.view;\n\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n this.gl.useProgram(null);\n\n if (this.extensions.loseContext)\n {\n this.extensions.loseContext.loseContext();\n }\n };\n\n /**\n * Handle the post-render runner event\n *\n * @protected\n */\n ContextSystem.prototype.postrender = function postrender ()\n {\n this.gl.flush();\n };\n\n /**\n * Validate context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - Render context\n */\n ContextSystem.prototype.validateContext = function validateContext (gl)\n {\n var attributes = gl.getContextAttributes();\n\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (!attributes.stencil)\n {\n /* eslint-disable max-len */\n\n /* eslint-disable no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable no-console */\n\n /* eslint-enable max-len */\n }\n };\n\n Object.defineProperties( ContextSystem.prototype, prototypeAccessors );\n\n return ContextSystem;\n}(System));\n\n/**\n * System plugin to the renderer to manage framebuffers.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nvar FramebufferSystem = /*@__PURE__*/(function (System) {\n function FramebufferSystem(renderer)\n {\n System.call(this, renderer);\n\n /**\n * A list of managed framebuffers\n * @member {PIXI.Framebuffer[]}\n * @readonly\n */\n this.managedFramebuffers = [];\n\n /**\n * Framebuffer value that shows that we don't know what is bound\n * @member {Framebuffer}\n * @readonly\n */\n this.unknownFramebuffer = new Framebuffer(10, 10);\n }\n\n if ( System ) FramebufferSystem.__proto__ = System;\n FramebufferSystem.prototype = Object.create( System && System.prototype );\n FramebufferSystem.prototype.constructor = FramebufferSystem;\n\n var prototypeAccessors = { size: { configurable: true } };\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n FramebufferSystem.prototype.contextChange = function contextChange ()\n {\n var gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n\n this.disposeAll(true);\n\n // webgl2\n if (this.renderer.context.webGLVersion === 1)\n {\n // webgl 1!\n var nativeDrawBuffersExtension = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeDrawBuffersExtension = null;\n nativeDepthTextureExtension = null;\n }\n\n if (nativeDrawBuffersExtension)\n {\n gl.drawBuffers = function (activeTextures) { return nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures); };\n }\n else\n {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n\n if (!nativeDepthTextureExtension)\n {\n this.writeDepthTexture = false;\n }\n }\n };\n\n /**\n * Bind a framebuffer\n *\n * @param {PIXI.Framebuffer} framebuffer\n * @param {PIXI.Rectangle} [frame] frame, default is framebuffer size\n */\n FramebufferSystem.prototype.bind = function bind (framebuffer, frame)\n {\n var ref = this;\n var gl = ref.gl;\n\n if (framebuffer)\n {\n // TODO caching layer!\n\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n\n if (this.current !== framebuffer)\n {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId)\n {\n fbo.dirtyId = framebuffer.dirtyId;\n\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat)\n {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n this.updateFramebuffer(framebuffer);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize)\n {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n\n for (var i = 0; i < framebuffer.colorTextures.length; i++)\n {\n if (framebuffer.colorTextures[i].texturePart)\n {\n this.renderer.texture.unbind(framebuffer.colorTextures[i].texture);\n }\n else\n {\n this.renderer.texture.unbind(framebuffer.colorTextures[i]);\n }\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, framebuffer.width, framebuffer.height);\n }\n }\n else\n {\n if (this.current)\n {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n\n /**\n * Set the WebGLRenderingContext's viewport.\n *\n * @param {Number} x - X position of viewport\n * @param {Number} y - Y position of viewport\n * @param {Number} width - Width of viewport\n * @param {Number} height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function setViewport (x, y, width, height)\n {\n var v = this.viewport;\n\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y)\n {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n\n this.gl.viewport(x, y, width, height);\n }\n };\n\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n *\n * @member {object}\n * @readonly\n */\n prototypeAccessors.size.get = function ()\n {\n if (this.current)\n {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n };\n\n /**\n * Clear the color of the context\n *\n * @param {Number} r - Red value from 0 to 1\n * @param {Number} g - Green value from 0 to 1\n * @param {Number} b - Blue value from 0 to 1\n * @param {Number} a - Alpha value from 0 to 1\n */\n FramebufferSystem.prototype.clear = function clear (r, g, b, a)\n {\n var ref = this;\n var gl = ref.gl;\n\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n };\n\n /**\n * Initialize framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function initFramebuffer (framebuffer)\n {\n var ref = this;\n var gl = ref.gl;\n\n // TODO - make this a class?\n var fbo = {\n framebuffer: gl.createFramebuffer(),\n stencil: null,\n dirtyId: 0,\n dirtyFormat: 0,\n dirtySize: 0,\n };\n\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n\n return fbo;\n };\n\n /**\n * Resize the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n FramebufferSystem.prototype.resizeFramebuffer = function resizeFramebuffer (framebuffer)\n {\n var ref = this;\n var gl = ref.gl;\n\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n if (fbo.stencil)\n {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n\n var colorTextures = framebuffer.colorTextures;\n\n for (var i = 0; i < colorTextures.length; i++)\n {\n this.renderer.texture.bind(colorTextures[i], 0);\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n\n /**\n * Update the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n FramebufferSystem.prototype.updateFramebuffer = function updateFramebuffer (framebuffer)\n {\n var ref = this;\n var gl = ref.gl;\n\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n\n var count = colorTextures.length;\n\n if (!gl.drawBuffers)\n {\n count = Math.min(count, 1);\n }\n\n var activeTextures = [];\n\n for (var i = 0; i < count; i++)\n {\n var texture = framebuffer.colorTextures[i];\n\n if (texture.texturePart)\n {\n this.renderer.texture.bind(texture.texture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0 + i,\n gl.TEXTURE_CUBE_MAP_NEGATIVE_X + texture.side,\n texture.texture._glTextures[this.CONTEXT_UID].texture,\n 0);\n }\n else\n {\n this.renderer.texture.bind(texture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0 + i,\n gl.TEXTURE_2D,\n texture._glTextures[this.CONTEXT_UID].texture,\n 0);\n }\n\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n\n if (activeTextures.length > 1)\n {\n gl.drawBuffers(activeTextures);\n }\n\n if (framebuffer.depthTexture)\n {\n var writeDepthTexture = this.writeDepthTexture;\n\n if (writeDepthTexture)\n {\n var depthTexture = framebuffer.depthTexture;\n\n this.renderer.texture.bind(depthTexture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.TEXTURE_2D,\n depthTexture._glTextures[this.CONTEXT_UID].texture,\n 0);\n }\n }\n\n if (!fbo.stencil && (framebuffer.stencil || framebuffer.depth))\n {\n fbo.stencil = gl.createRenderbuffer();\n\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n\n // TODO.. this is depth AND stencil?\n if (!framebuffer.depthTexture)\n { // you can't have both, so one should take priority if enabled\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n // fbo.enableStencil();\n }\n };\n\n /**\n * Disposes framebuffer\n * @param {PIXI.Framebuffer} framebuffer framebuffer that has to be disposed of\n * @param {boolean} [contextLost=false] If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function disposeFramebuffer (framebuffer, contextLost)\n {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n\n if (!fbo)\n {\n return;\n }\n\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n var index = this.managedFramebuffers.indexOf(framebuffer);\n\n if (index >= 0)\n {\n this.managedFramebuffers.splice(index, 1);\n }\n\n framebuffer.disposeRunner.remove(this);\n\n if (!contextLost)\n {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.stencil)\n {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n };\n\n /**\n * Disposes all framebuffers, but not textures bound to them\n * @param {boolean} [contextLost=false] If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function disposeAll (contextLost)\n {\n var list = this.managedFramebuffers;\n\n this.managedFramebuffers = [];\n\n for (var i = 0; i < list.count; i++)\n {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n\n /**\n * resets framebuffer stored state, binds screen framebuffer\n *\n * should be called before renderTexture reset()\n */\n FramebufferSystem.prototype.reset = function reset ()\n {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n\n Object.defineProperties( FramebufferSystem.prototype, prototypeAccessors );\n\n return FramebufferSystem;\n}(System));\n\nvar GLBuffer = function GLBuffer(buffer)\n{\n this.buffer = buffer;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n};\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\n\n/**\n * System plugin to the renderer to manage geometry.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nvar GeometrySystem = /*@__PURE__*/(function (System) {\n function GeometrySystem(renderer)\n {\n System.call(this, renderer);\n\n this._activeGeometry = null;\n this._activeVao = null;\n\n /**\n * `true` if we has `*_vertex_array_object` extension\n * @member {boolean}\n * @readonly\n */\n this.hasVao = true;\n\n /**\n * `true` if has `ANGLE_instanced_arrays` extension\n * @member {boolean}\n * @readonly\n */\n this.hasInstance = true;\n\n /**\n * `true` if support `gl.UNSIGNED_INT` in `gl.drawElements` or `gl.drawElementsInstanced`\n * @member {boolean}\n * @readonly\n */\n this.canUseUInt32ElementIndex = false;\n\n /**\n * A cache of currently bound buffer,\n * contains only two members with keys ARRAY_BUFFER and ELEMENT_ARRAY_BUFFER\n * @member {Object.}\n * @readonly\n */\n this.boundBuffers = {};\n\n /**\n * Cache for all geometries by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedGeometries = {};\n\n /**\n * Cache for all buffers by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedBuffers = {};\n }\n\n if ( System ) GeometrySystem.__proto__ = System;\n GeometrySystem.prototype = Object.create( System && System.prototype );\n GeometrySystem.prototype.constructor = GeometrySystem;\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n GeometrySystem.prototype.contextChange = function contextChange ()\n {\n this.disposeAll(true);\n\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n // webgl2\n if (!gl.createVertexArray)\n {\n // webgl 1!\n var nativeVaoExtension = this.renderer.context.extensions.vertexArrayObject;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeVaoExtension = null;\n }\n\n if (nativeVaoExtension)\n {\n gl.createVertexArray = function () { return nativeVaoExtension.createVertexArrayOES(); };\n\n gl.bindVertexArray = function (vao) { return nativeVaoExtension.bindVertexArrayOES(vao); };\n\n gl.deleteVertexArray = function (vao) { return nativeVaoExtension.deleteVertexArrayOES(vao); };\n }\n else\n {\n this.hasVao = false;\n gl.createVertexArray = function () {\n // empty\n };\n\n gl.bindVertexArray = function () {\n // empty\n };\n\n gl.deleteVertexArray = function () {\n // empty\n };\n }\n }\n\n if (!gl.vertexAttribDivisor)\n {\n var instanceExt = gl.getExtension('ANGLE_instanced_arrays');\n\n if (instanceExt)\n {\n gl.vertexAttribDivisor = function (a, b) { return instanceExt.vertexAttribDivisorANGLE(a, b); };\n\n gl.drawElementsInstanced = function (a, b, c, d, e) { return instanceExt.drawElementsInstancedANGLE(a, b, c, d, e); };\n\n gl.drawArraysInstanced = function (a, b, c, d) { return instanceExt.drawArraysInstancedANGLE(a, b, c, d); };\n }\n else\n {\n this.hasInstance = false;\n }\n }\n\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @protected\n * @param {PIXI.Geometry} geometry instance of geometry to bind\n * @param {PIXI.Shader} shader instance of shader to bind\n */\n GeometrySystem.prototype.bind = function bind (geometry, shader)\n {\n shader = shader || this.renderer.shader.shader;\n\n var ref = this;\n var gl = ref.gl;\n\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n\n if (!vaos)\n {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n }\n\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader.program);\n\n this._activeGeometry = geometry;\n\n if (this._activeVao !== vao)\n {\n this._activeVao = vao;\n\n if (this.hasVao)\n {\n gl.bindVertexArray(vao);\n }\n else\n {\n this.activateVao(geometry, shader.program);\n }\n }\n\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n\n /**\n * Reset and unbind any active VAO and geometry\n */\n GeometrySystem.prototype.reset = function reset ()\n {\n this.unbind();\n };\n\n /**\n * Update buffers\n * @protected\n */\n GeometrySystem.prototype.updateBuffers = function updateBuffers ()\n {\n var geometry = this._activeGeometry;\n var ref = this;\n var gl = ref.gl;\n\n for (var i = 0; i < geometry.buffers.length; i++)\n {\n var buffer = geometry.buffers[i];\n\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n\n if (buffer._updateID !== glBuffer.updateID)\n {\n glBuffer.updateID = buffer._updateID;\n\n // TODO can cache this on buffer! maybe added a getter / setter?\n var type = buffer.index ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;\n\n // TODO this could change if the VAO changes...\n // need to come up with a better way to cache..\n // if (this.boundBuffers[type] !== glBuffer)\n // {\n // this.boundBuffers[type] = glBuffer;\n gl.bindBuffer(type, glBuffer.buffer);\n // }\n\n this._boundBuffer = glBuffer;\n\n if (glBuffer.byteLength >= buffer.data.byteLength)\n {\n // offset is always zero for now!\n gl.bufferSubData(type, 0, buffer.data);\n }\n else\n {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(type, buffer.data, drawType);\n }\n }\n }\n };\n\n /**\n * Check compability between a geometry and a program\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Program instance\n */\n GeometrySystem.prototype.checkCompatibility = function checkCompatibility (geometry, program)\n {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n\n for (var j in shaderAttributes)\n {\n if (!geometryAttributes[j])\n {\n throw new Error((\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\"));\n }\n }\n };\n\n /**\n * Takes a geometry and program and generates a unique signature for them.\n *\n * @param {PIXI.Geometry} geometry to get signature from\n * @param {PIXI.Program} program to test geometry against\n * @returns {String} Unique signature of the geometry and program\n * @protected\n */\n GeometrySystem.prototype.getSignature = function getSignature (geometry, program)\n {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n\n var strings = ['g', geometry.id];\n\n for (var i in attribs)\n {\n if (shaderAttributes[i])\n {\n strings.push(i);\n }\n }\n\n return strings.join('-');\n };\n\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically.\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Instance of geometry to to generate Vao for\n * @param {PIXI.Program} program - Instance of program\n */\n GeometrySystem.prototype.initGeometryVao = function initGeometryVao (geometry, program)\n {\n this.checkCompatibility(geometry, program);\n\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n\n var signature = this.getSignature(geometry, program);\n\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n\n var vao = vaoObjectHash[signature];\n\n if (vao)\n {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n\n return vao;\n }\n\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n\n for (var j in buffers)\n {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n\n for (var j$1 in attributes)\n {\n if (!attributes[j$1].size && program.attributeData[j$1])\n {\n attributes[j$1].size = program.attributeData[j$1].size;\n }\n else if (!attributes[j$1].size)\n {\n console.warn((\"PIXI Geometry attribute '\" + j$1 + \"' size cannot be determined (likely the bound shader does not have the attribute)\")); // eslint-disable-line\n }\n\n tempStride[attributes[j$1].buffer] += attributes[j$1].size * byteSizeMap$1[attributes[j$1].type];\n }\n\n for (var j$2 in attributes)\n {\n var attribute = attributes[j$2];\n var attribSize = attribute.size;\n\n if (attribute.stride === undefined)\n {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap$1[attribute.type])\n {\n attribute.stride = 0;\n }\n else\n {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n\n if (attribute.start === undefined)\n {\n attribute.start = tempStart[attribute.buffer];\n\n tempStart[attribute.buffer] += attribSize * byteSizeMap$1[attribute.type];\n }\n }\n\n vao = gl.createVertexArray();\n\n gl.bindVertexArray(vao);\n\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++)\n {\n var buffer = buffers[i];\n\n if (!buffer._glBuffers[CONTEXT_UID])\n {\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n }\n\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n\n this.activateVao(geometry, program);\n\n this._activeVao = vao;\n\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n\n return vao;\n };\n\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer buffer with data\n * @param {boolean} [contextLost=false] If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeBuffer = function disposeBuffer (buffer, contextLost)\n {\n if (!this.managedBuffers[buffer.id])\n {\n return;\n }\n\n delete this.managedBuffers[buffer.id];\n\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n\n buffer.disposeRunner.remove(this);\n\n if (!glBuffer)\n {\n return;\n }\n\n if (!contextLost)\n {\n gl.deleteBuffer(glBuffer.buffer);\n }\n\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n\n /**\n * Disposes geometry\n * @param {PIXI.Geometry} geometry Geometry with buffers. Only VAO will be disposed\n * @param {boolean} [contextLost=false] If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function disposeGeometry (geometry, contextLost)\n {\n if (!this.managedGeometries[geometry.id])\n {\n return;\n }\n\n delete this.managedGeometries[geometry.id];\n\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n\n geometry.disposeRunner.remove(this);\n\n if (!vaos)\n {\n return;\n }\n\n for (var i = 0; i < buffers.length; i++)\n {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost)\n {\n this.disposeBuffer(buffers[i], contextLost);\n }\n }\n\n if (!contextLost)\n {\n for (var vaoId in vaos)\n {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g')\n {\n var vao = vaos[vaoId];\n\n if (this._activeVao === vao)\n {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n\n /**\n * dispose all WebGL resources of all managed geometries and buffers\n * @param {boolean} [contextLost=false] If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function disposeAll (contextLost)\n {\n var all = Object.keys(this.managedGeometries);\n\n for (var i = 0; i < all.length; i++)\n {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n all = Object.keys(this.managedBuffers);\n for (var i$1 = 0; i$1 < all.length; i$1++)\n {\n this.disposeBuffer(this.managedBuffers[all[i$1]], contextLost);\n }\n };\n\n /**\n * Activate vertex array object\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Shader program instance\n */\n GeometrySystem.prototype.activateVao = function activateVao (geometry, program)\n {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n // first update the index buffer if we have one..\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.indexBuffer._glBuffers[CONTEXT_UID].buffer);\n }\n\n var lastBuffer = null;\n\n // add a new one!\n for (var j in attributes)\n {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n\n if (program.attributeData[j])\n {\n if (lastBuffer !== glBuffer)\n {\n gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer.buffer);\n\n lastBuffer = glBuffer;\n }\n\n var location = program.attributeData[j].location;\n\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n\n gl.vertexAttribPointer(location,\n attribute.size,\n attribute.type || gl.FLOAT,\n attribute.normalized,\n attribute.stride,\n attribute.start);\n\n if (attribute.instance)\n {\n // TODO calculate instance count based of this...\n if (this.hasInstance)\n {\n gl.vertexAttribDivisor(location, 1);\n }\n else\n {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n\n /**\n * Draw the geometry\n *\n * @param {Number} type - the type primitive to render\n * @param {Number} [size] - the number of elements to be rendered\n * @param {Number} [start] - Starting index\n * @param {Number} [instanceCount] - the number of instances of the set of elements to execute\n */\n GeometrySystem.prototype.draw = function draw (type, size, start, instanceCount)\n {\n var ref = this;\n var gl = ref.gl;\n var geometry = this._activeGeometry;\n\n // TODO.. this should not change so maybe cache the function?\n\n if (geometry.indexBuffer)\n {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex))\n {\n if (geometry.instanced)\n {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else\n {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else\n {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced)\n {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else\n {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n\n return this;\n };\n\n /**\n * Unbind/reset everything\n * @protected\n */\n GeometrySystem.prototype.unbind = function unbind ()\n {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n\n return GeometrySystem;\n}(System));\n\n/**\n * @method compileProgram\n * @private\n * @memberof PIXI.glCore.shader\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param vertexSrc {string|string[]} The vertex shader source as an array of strings.\n * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings.\n * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations\n * @return {WebGLProgram} the shader program\n */\nfunction compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations)\n{\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);\n\n var program = gl.createProgram();\n\n gl.attachShader(program, glVertShader);\n gl.attachShader(program, glFragShader);\n\n // optionally, set the attributes manually for the program rather than letting WebGL decide..\n if (attributeLocations)\n {\n for (var i in attributeLocations)\n {\n gl.bindAttribLocation(program, attributeLocations[i], i);\n }\n }\n\n gl.linkProgram(program);\n\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS))\n {\n console.error('Pixi.js Error: Could not initialize shader.');\n console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS));\n console.error('gl.getError()', gl.getError());\n\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '')\n {\n console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n\n gl.deleteProgram(program);\n program = null;\n }\n\n // clean up some shaders\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n\n return program;\n}\n\n/**\n * @private\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param vertexSrc {string|string[]} The vertex shader source as an array of strings.\n * @return {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src)\n{\n var shader = gl.createShader(type);\n\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))\n {\n console.warn(src);\n console.error(gl.getShaderInfoLog(shader));\n\n return null;\n }\n\n return shader;\n}\n\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param type {String} Type of value\n * @param size {Number}\n * @private\n */\nfunction defaultValue(type, size)\n{\n switch (type)\n {\n case 'float':\n return 0;\n\n case 'vec2':\n return new Float32Array(2 * size);\n\n case 'vec3':\n return new Float32Array(3 * size);\n\n case 'vec4':\n return new Float32Array(4 * size);\n\n case 'int':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n\n case 'ivec2':\n return new Int32Array(2 * size);\n\n case 'ivec3':\n return new Int32Array(3 * size);\n\n case 'ivec4':\n return new Int32Array(4 * size);\n\n case 'bool':\n return false;\n\n case 'bvec2':\n\n return booleanArray(2 * size);\n\n case 'bvec3':\n return booleanArray(3 * size);\n\n case 'bvec4':\n return booleanArray(4 * size);\n\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n\n return null;\n}\n\nfunction booleanArray(size)\n{\n var array = new Array(size);\n\n for (var i = 0; i < array.length; i++)\n {\n array[i] = false;\n }\n\n return array;\n}\n\nvar context = null;\n\n/**\n * returns a little WebGL context to use for program inspection.\n *\n * @static\n * @private\n * @returns {webGL-context} a gl context to test with\n */\nfunction getTestContext()\n{\n if (!context)\n {\n var canvas = document.createElement('canvas');\n\n var gl;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', {});\n }\n\n if (!gl)\n {\n gl = canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {});\n\n if (!gl)\n {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n else\n {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n\n context = gl;\n\n return gl;\n }\n\n return context;\n}\n\nvar maxFragmentPrecision;\n\nfunction getMaxFragmentPrecision()\n{\n if (!maxFragmentPrecision)\n {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n\n if (gl)\n {\n if (gl.getShaderPrecisionFormat)\n {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n *\n * @private\n * @param {string} src - The shader source\n * @param {string} requestedPrecision - The request float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.\n * @param {string} maxSupportedPrecision - The maximum precision the shader supports.\n *\n * @return {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision)\n{\n if (src.substring(0, 9) !== 'precision')\n {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH)\n {\n precision = PRECISION.MEDIUM;\n }\n\n return (\"precision \" + precision + \" float;\\n\" + src);\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp')\n {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n\n mat2: 4,\n mat3: 9,\n mat4: 16,\n\n sampler2D: 1,\n};\n\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param type {String}\n * @return {Number}\n */\nfunction mapSize(type)\n{\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\n\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n\n SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n\nfunction mapType(gl, type)\n{\n if (!GL_TABLE)\n {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n\n GL_TABLE = {};\n\n for (var i = 0; i < typeNames.length; ++i)\n {\n var tn = typeNames[i];\n\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n\n return GL_TABLE[type];\n}\n\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n\n float: \"\\n if(cv !== v)\\n {\\n cv.v = v;\\n gl.uniform1f(location, v)\\n }\",\n\n vec2: \"\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n\n vec3: \"\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n\n vec4: 'gl.uniform4f(location, v[0], v[1], v[2], v[3])',\n\n int: 'gl.uniform1i(location, v)',\n ivec2: 'gl.uniform2i(location, v[0], v[1])',\n ivec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n ivec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n bool: 'gl.uniform1i(location, v)',\n bvec2: 'gl.uniform2i(location, v[0], v[1])',\n bvec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n bvec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\n\nvar GLSL_TO_ARRAY_SETTERS = {\n\n float: \"gl.uniform1fv(location, v)\",\n\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\n\nfunction generateUniformsSync(group, uniformData)\n{\n var textureCount = 0;\n var func = \"var v = null;\\n var cv = null\\n var gl = renderer.gl\";\n\n for (var i in group.uniforms)\n {\n var data = uniformData[i];\n\n if (!data)\n {\n if (group.uniforms[i].group)\n {\n func += \"\\n renderer.shader.syncUniformGroup(uv.\" + i + \");\\n \";\n }\n\n continue;\n }\n\n // TODO && uniformData[i].value !== 0 <-- do we still need this?\n if (data.type === 'float' && data.size === 1)\n {\n func += \"\\n if(uv.\" + i + \" !== ud.\" + i + \".value)\\n {\\n ud.\" + i + \".value = uv.\" + i + \"\\n gl.uniform1f(ud.\" + i + \".location, uv.\" + i + \")\\n }\\n\";\n }\n /* eslint-disable max-len */\n else if ((data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray)\n /* eslint-disable max-len */\n {\n func += \"\\n renderer.texture.bind(uv.\" + i + \", \" + textureCount + \");\\n\\n if(ud.\" + i + \".value !== \" + textureCount + \")\\n {\\n ud.\" + i + \".value = \" + textureCount + \";\\n gl.uniform1i(ud.\" + i + \".location, \" + textureCount + \");\\n; // eslint-disable-line max-len\\n }\\n\";\n\n textureCount++;\n }\n else if (data.type === 'mat3' && data.size === 1)\n {\n if (group.uniforms[i].a !== undefined)\n {\n // TODO and some smart caching dirty ids here!\n func += \"\\n gl.uniformMatrix3fv(ud.\" + i + \".location, false, uv.\" + i + \".toArray(true));\\n \\n\";\n }\n else\n {\n func += \"\\n gl.uniformMatrix3fv(ud.\" + i + \".location, false, uv.\" + i + \");\\n \\n\";\n }\n }\n else if (data.type === 'vec2' && data.size === 1)\n {\n // TODO - do we need both here?\n // maybe we can get away with only using points?\n if (group.uniforms[i].x !== undefined)\n {\n func += \"\\n cv = ud.\" + i + \".value;\\n v = uv.\" + i + \";\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud.\" + i + \".location, v.x, v.y);\\n }\\n\";\n }\n else\n {\n func += \"\\n cv = ud.\" + i + \".value;\\n v = uv.\" + i + \";\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud.\" + i + \".location, v[0], v[1]);\\n }\\n \\n\";\n }\n }\n else if (data.type === 'vec4' && data.size === 1)\n {\n // TODO - do we need both here?\n // maybe we can get away with only using points?\n if (group.uniforms[i].width !== undefined)\n {\n func += \"\\n cv = ud.\" + i + \".value;\\n v = uv.\" + i + \";\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud.\" + i + \".location, v.x, v.y, v.width, v.height)\\n }\\n\";\n }\n else\n {\n func += \"\\n cv = ud.\" + i + \".value;\\n v = uv.\" + i + \";\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud.\" + i + \".location, v[0], v[1], v[2], v[3])\\n }\\n \\n\";\n }\n }\n else\n {\n var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n\n var template = templateType[data.type].replace('location', (\"ud.\" + i + \".location\"));\n\n func += \"\\n cv = ud.\" + i + \".value;\\n v = uv.\" + i + \";\\n \" + template + \";\\n\";\n }\n }\n\n return new Function('ud', 'uv', 'renderer', func); // eslint-disable-line no-new-func\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\n\nfunction checkMaxIfStatementsInShader(maxIfs, gl)\n{\n if (maxIfs === 0)\n {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))\n {\n maxIfs = (maxIfs / 2) | 0;\n }\n else\n {\n // valid!\n break;\n }\n }\n\n return maxIfs;\n}\n\nfunction generateIfTestSrc(maxIfs)\n{\n var src = '';\n\n for (var i = 0; i < maxIfs; ++i)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxIfs - 1)\n {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n\n return src;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n *\n * @private\n * @returns {boolean}\n */\nfunction unsafeEvalSupported()\n{\n if (typeof unsafeEval === 'boolean')\n {\n return unsafeEval;\n }\n\n try\n {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e)\n {\n unsafeEval = false;\n }\n\n return unsafeEval;\n}\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\n// import * as from '../systems/shader/shader';\n\nvar UID$3 = 0;\n\nvar nameCache = {};\n\n/**\n * Helper class to create a shader program.\n *\n * @class\n * @memberof PIXI\n */\nvar Program = function Program(vertexSrc, fragmentSrc, name)\n{\n if ( name === void 0 ) name = 'pixi-shader';\n\n this.id = UID$3++;\n\n /**\n * The vertex shader.\n *\n * @member {string}\n */\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n\n /**\n * The fragment shader.\n *\n * @member {string}\n */\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n\n if (this.vertexSrc.substring(0, 8) !== '#version')\n {\n name = name.replace(/\\s+/g, '-');\n\n if (nameCache[name])\n {\n nameCache[name]++;\n name += \"-\" + (nameCache[name]);\n }\n else\n {\n nameCache[name] = 1;\n }\n\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + (this.vertexSrc);\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + (this.fragmentSrc);\n\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n\n // currently this does not extract structs only default types\n this.extractData(this.vertexSrc, this.fragmentSrc);\n\n // this is where we store shader references..\n this.glPrograms = {};\n\n this.syncUniforms = null;\n};\n\nvar staticAccessors = { defaultVertexSrc: { configurable: true },defaultFragmentSrc: { configurable: true } };\n\n/**\n * Extracts the data for a buy creating a small test program\n * or reading the src directly.\n * @protected\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n */\nProgram.prototype.extractData = function extractData (vertexSrc, fragmentSrc)\n{\n var gl = getTestContext();\n\n if (gl)\n {\n var program = compileProgram(gl, vertexSrc, fragmentSrc);\n\n this.attributeData = this.getAttributeData(program, gl);\n this.uniformData = this.getUniformData(program, gl);\n\n gl.deleteProgram(program);\n }\n else\n {\n this.uniformData = {};\n this.attributeData = {};\n }\n};\n\n/**\n * returns the attribute data from the program\n * @private\n *\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n *\n * @returns {object} the attribute data for this program\n */\nProgram.prototype.getAttributeData = function getAttributeData (program, gl)\n{\n var attributes = {};\n var attributesArray = [];\n\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (var i = 0; i < totalAttributes; i++)\n {\n var attribData = gl.getActiveAttrib(program, i);\n var type = mapType(gl, attribData.type);\n\n /*eslint-disable */\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: 0,\n };\n /* eslint-enable */\n\n attributes[attribData.name] = data;\n attributesArray.push(data);\n }\n\n attributesArray.sort(function (a, b) { return (a.name > b.name) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n\n for (var i$1 = 0; i$1 < attributesArray.length; i$1++)\n {\n attributesArray[i$1].location = i$1;\n }\n\n return attributes;\n};\n\n/**\n * returns the uniform data from the program\n * @private\n *\n * @param {webGL-program} [program] - the webgl program\n * @param {context} [gl] - the WebGL context\n *\n * @returns {object} the uniform data for this program\n */\nProgram.prototype.getUniformData = function getUniformData (program, gl)\n{\n var uniforms = {};\n\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n\n // TODO expose this as a prop?\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n\n for (var i = 0; i < totalUniforms; i++)\n {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]/, '');\n\n var isArray = uniformData.name.match(/\\[.*?\\]/, '');\n var type = mapType(gl, uniformData.type);\n\n /*eslint-disable */\n uniforms[name] = {\n type: type,\n size: uniformData.size,\n isArray:isArray,\n value: defaultValue(type, uniformData.size),\n };\n /* eslint-enable */\n }\n\n return uniforms;\n};\n\n/**\n * The default vertex shader source\n *\n * @static\n * @constant\n * @member {string}\n */\nstaticAccessors.defaultVertexSrc.get = function ()\n{\n return defaultVertex;\n};\n\n/**\n * The default fragment shader source\n *\n * @static\n * @constant\n * @member {string}\n */\nstaticAccessors.defaultFragmentSrc.get = function ()\n{\n return defaultFragment;\n};\n\n/**\n * A short hand function to create a program based of a vertex and fragment shader\n * this method will also check to see if there is a cached program.\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n *\n * @returns {PIXI.Program} an shiny new Pixi shader!\n */\nProgram.from = function from (vertexSrc, fragmentSrc, name)\n{\n var key = vertexSrc + fragmentSrc;\n\n var program = ProgramCache[key];\n\n if (!program)\n {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n\n return program;\n};\n\nObject.defineProperties( Program, staticAccessors );\n\n/**\n * A helper class for shaders\n *\n * @class\n * @memberof PIXI\n */\nvar Shader = function Shader(program, uniforms)\n{\n this.program = program;\n\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms)\n {\n if (uniforms instanceof UniformGroup)\n {\n this.uniformGroup = uniforms;\n }\n else\n {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else\n {\n this.uniformGroup = new UniformGroup({});\n }\n\n // time to build some getters and setters!\n // I guess down the line this could sort of generate an instruction list rather than use dirty ids?\n // does the trick for now though!\n for (var i in program.uniformData)\n {\n if (this.uniformGroup.uniforms[i] instanceof Array)\n {\n this.uniformGroup.uniforms[i] = new Float32Array(this.uniformGroup.uniforms[i]);\n }\n }\n};\n\nvar prototypeAccessors$2 = { uniforms: { configurable: true } };\n\n// TODO move to shader system..\nShader.prototype.checkUniformExists = function checkUniformExists (name, group)\n{\n if (group.uniforms[name])\n {\n return true;\n }\n\n for (var i in group.uniforms)\n {\n var uniform = group.uniforms[i];\n\n if (uniform.group)\n {\n if (this.checkUniformExists(name, uniform))\n {\n return true;\n }\n }\n }\n\n return false;\n};\n\nShader.prototype.destroy = function destroy ()\n{\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n};\n\n/**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`\n * @readonly\n * @member {object}\n */\nprototypeAccessors$2.uniforms.get = function ()\n{\n return this.uniformGroup.uniforms;\n};\n\n/**\n * A short hand function to create a shader based of a vertex and fragment shader\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n *\n * @returns {PIXI.Shader} an shiny new Pixi shader!\n */\nShader.from = function from (vertexSrc, fragmentSrc, uniforms)\n{\n var program = Program.from(vertexSrc, fragmentSrc);\n\n return new Shader(program, uniforms);\n};\n\nObject.defineProperties( Shader.prototype, prototypeAccessors$2 );\n\n/* eslint-disable max-len */\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\n\n/**\n * This is a WebGL state, and is is passed The WebGL StateManager.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n *\n * @class\n * @memberof PIXI\n */\nvar State = function State()\n{\n this.data = 0;\n\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n\n this.blend = true;\n // this.depthTest = true;\n};\n\nvar prototypeAccessors$3 = { blend: { configurable: true },offsets: { configurable: true },culling: { configurable: true },depthTest: { configurable: true },clockwiseFrontFace: { configurable: true },blendMode: { configurable: true },polygonOffset: { configurable: true } };\n\n/**\n * Activates blending of the computed fragment color values\n *\n * @member {boolean}\n */\nprototypeAccessors$3.blend.get = function ()\n{\n return !!(this.data & (1 << BLEND));\n};\n\nprototypeAccessors$3.blend.set = function (value) // eslint-disable-line require-jsdoc\n{\n if (!!(this.data & (1 << BLEND)) !== value)\n {\n this.data ^= (1 << BLEND);\n }\n};\n\n/**\n * Activates adding an offset to depth values of polygon's fragments\n *\n * @member {boolean}\n * @default false\n */\nprototypeAccessors$3.offsets.get = function ()\n{\n return !!(this.data & (1 << OFFSET));\n};\n\nprototypeAccessors$3.offsets.set = function (value) // eslint-disable-line require-jsdoc\n{\n if (!!(this.data & (1 << OFFSET)) !== value)\n {\n this.data ^= (1 << OFFSET);\n }\n};\n\n/**\n * Activates culling of polygons.\n *\n * @member {boolean}\n * @default false\n */\nprototypeAccessors$3.culling.get = function ()\n{\n return !!(this.data & (1 << CULLING));\n};\n\nprototypeAccessors$3.culling.set = function (value) // eslint-disable-line require-jsdoc\n{\n if (!!(this.data & (1 << CULLING)) !== value)\n {\n this.data ^= (1 << CULLING);\n }\n};\n\n/**\n * Activates depth comparisons and updates to the depth buffer.\n *\n * @member {boolean}\n * @default false\n */\nprototypeAccessors$3.depthTest.get = function ()\n{\n return !!(this.data & (1 << DEPTH_TEST));\n};\n\nprototypeAccessors$3.depthTest.set = function (value) // eslint-disable-line require-jsdoc\n{\n if (!!(this.data & (1 << DEPTH_TEST)) !== value)\n {\n this.data ^= (1 << DEPTH_TEST);\n }\n};\n\n/**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @member {boolean}\n * @default false\n */\nprototypeAccessors$3.clockwiseFrontFace.get = function ()\n{\n return !!(this.data & (1 << WINDING));\n};\n\nprototypeAccessors$3.clockwiseFrontFace.set = function (value) // eslint-disable-line require-jsdoc\n{\n if (!!(this.data & (1 << WINDING)) !== value)\n {\n this.data ^= (1 << WINDING);\n }\n};\n\n/**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\nprototypeAccessors$3.blendMode.get = function ()\n{\n return this._blendMode;\n};\n\nprototypeAccessors$3.blendMode.set = function (value) // eslint-disable-line require-jsdoc\n{\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n};\n\n/**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n *\n * @member {number}\n * @default 0\n */\nprototypeAccessors$3.polygonOffset.get = function ()\n{\n return this._polygonOffset;\n};\n\nprototypeAccessors$3.polygonOffset.set = function (value) // eslint-disable-line require-jsdoc\n{\n this.offsets = !!value;\n this._polygonOffset = value;\n};\n\nState.for2d = function for2d ()\n{\n var state = new State();\n\n state.depthTest = false;\n state.blend = true;\n\n return state;\n};\n\nObject.defineProperties( State.prototype, prototypeAccessors$3 );\n\nvar defaultVertex$1 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\n/**\n * Filter is a special type of WebGL shader that is applied to the screen.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifigedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nvar Filter = /*@__PURE__*/(function (Shader) {\n function Filter(vertexSrc, fragmentSrc, uniforms)\n {\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc,\n fragmentSrc || Filter.defaultFragmentSrc);\n\n Shader.call(this, program, uniforms);\n\n /**\n * The padding of the filter. Some filters require extra space to breath such as a blur.\n * Increasing this will add extra width and height to the bounds of the object that the\n * filter is applied to.\n *\n * @member {number}\n */\n this.padding = 0;\n\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n *\n * @member {number}\n */\n this.resolution = settings.FILTER_RESOLUTION;\n\n /**\n * If enabled is true the filter is applied, if false it will not.\n *\n * @member {boolean}\n */\n this.enabled = true;\n\n /**\n * If enabled, PixiJS will fit the filter area into boundaries for better performance.\n * Switch it off if it does not work for specific shader.\n *\n * @member {boolean}\n */\n this.autoFit = true;\n\n /**\n * Legacy filters use position and uvs from attributes\n * @member {boolean}\n * @readonly\n */\n this.legacy = !!this.program.attributeData.aTextureCoord;\n\n /**\n * The WebGL state the filter requires to render\n * @member {PIXI.State}\n */\n this.state = new State();\n }\n\n if ( Shader ) Filter.__proto__ = Shader;\n Filter.prototype = Object.create( Shader && Shader.prototype );\n Filter.prototype.constructor = Filter;\n\n var prototypeAccessors = { blendMode: { configurable: true } };\n var staticAccessors = { defaultVertexSrc: { configurable: true },defaultFragmentSrc: { configurable: true } };\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {boolean} clear - Should the output be cleared before rendering to it\n * @param {object} [currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function apply (filterManager, input, output, clear, currentState)\n {\n // do as you please!\n\n filterManager.applyFilter(this, input, output, clear, currentState);\n\n // or just do a regular render..\n };\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n prototypeAccessors.blendMode.get = function ()\n {\n return this.state.blendMode;\n };\n\n prototypeAccessors.blendMode.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.state.blendMode = value;\n };\n\n /**\n * The default vertex shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n staticAccessors.defaultVertexSrc.get = function ()\n {\n return defaultVertex$1;\n };\n\n /**\n * The default fragment shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n staticAccessors.defaultFragmentSrc.get = function ()\n {\n return defaultFragment$1;\n };\n\n Object.defineProperties( Filter.prototype, prototypeAccessors );\n Object.defineProperties( Filter, staticAccessors );\n\n return Filter;\n}(Shader));\n\n/**\n * Used for caching shader IDs\n *\n * @static\n * @type {object}\n * @protected\n */\nFilter.SOURCE_KEY_MAP = {};\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n *\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @class\n * @memberof PIXI\n */\nvar TextureMatrix = function TextureMatrix(texture, clampMargin)\n{\n this._texture = texture;\n\n this.mapCoord = new Matrix();\n\n this.uClampFrame = new Float32Array(4);\n\n this.uClampOffset = new Float32Array(2);\n\n /**\n * Tracks Texture frame changes\n * @member {number}\n * @protected\n */\n this._updateID = -1;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders\n *\n * @default 0\n * @member {number}\n */\n this.clampOffset = 0;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n\n /**\n * If texture size is the same as baseTexture\n * @member {boolean}\n * @default false\n * @readonly\n */\n this.isSimple = false;\n};\n\nvar prototypeAccessors$4 = { texture: { configurable: true } };\n\n/**\n * texture property\n * @member {PIXI.Texture}\n */\nprototypeAccessors$4.texture.get = function ()\n{\n return this._texture;\n};\n\nprototypeAccessors$4.texture.set = function (value) // eslint-disable-line require-jsdoc\n{\n this._texture = value;\n this._updateID = -1;\n};\n\n/**\n * Multiplies uvs array to transform\n * @param {Float32Array} uvs mesh uvs\n * @param {Float32Array} [out=uvs] output\n * @returns {Float32Array} output\n */\nTextureMatrix.prototype.multiplyUvs = function multiplyUvs (uvs, out)\n{\n if (out === undefined)\n {\n out = uvs;\n }\n\n var mat = this.mapCoord;\n\n for (var i = 0; i < uvs.length; i += 2)\n {\n var x = uvs[i];\n var y = uvs[i + 1];\n\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n\n return out;\n};\n\n/**\n * updates matrices if texture was changed\n * @param {boolean} [forceUpdate=false] if true, matrices will be updated any case\n * @returns {boolean} whether or not it was updated\n */\nTextureMatrix.prototype.update = function update (forceUpdate)\n{\n var tex = this._texture;\n\n if (!tex || !tex.valid)\n {\n return false;\n }\n\n if (!forceUpdate\n && this._updateID === tex._updateID)\n {\n return false;\n }\n\n this._updateID = tex._updateID;\n\n var uvs = tex._uvs;\n\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n\n var orig = tex.orig;\n var trim = tex.trim;\n\n if (trim)\n {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height,\n -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n\n return true;\n};\n\nObject.defineProperties( TextureMatrix.prototype, prototypeAccessors$4 );\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /*@__PURE__*/(function (Filter) {\n function SpriteMaskFilter(sprite)\n {\n var maskMatrix = new Matrix();\n\n Filter.call(this, vertex, fragment);\n\n sprite.renderable = false;\n\n /**\n * Sprite mask\n * @member {PIXI.Sprite}\n */\n this.maskSprite = sprite;\n\n /**\n * Mask matrix\n * @member {PIXI.Matrix}\n */\n this.maskMatrix = maskMatrix;\n }\n\n if ( Filter ) SpriteMaskFilter.__proto__ = Filter;\n SpriteMaskFilter.prototype = Object.create( Filter && Filter.prototype );\n SpriteMaskFilter.prototype.constructor = SpriteMaskFilter;\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {boolean} clear - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function apply (filterManager, input, output, clear)\n {\n var maskSprite = this.maskSprite;\n var tex = this.maskSprite.texture;\n\n if (!tex.valid)\n {\n return;\n }\n if (!tex.transform)\n {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.transform = new TextureMatrix(tex, 0.0);\n }\n tex.transform.update();\n\n this.uniforms.npmAlpha = tex.baseTexture.premultiplyAlpha ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.transform.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.transform.uClampFrame;\n\n filterManager.applyFilter(this, input, output, clear);\n };\n\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nvar MaskSystem = /*@__PURE__*/(function (System) {\n function MaskSystem(renderer)\n {\n System.call(this, renderer);\n\n // TODO - we don't need both!\n /**\n * `true` if current pushed masked is scissor\n * @member {boolean}\n * @readonly\n */\n this.scissor = false;\n\n /**\n * Mask data\n * @member {PIXI.Graphics}\n * @readonly\n */\n this.scissorData = null;\n\n /**\n * Target to mask\n * @member {PIXI.DisplayObject}\n * @readonly\n */\n this.scissorRenderTarget = null;\n\n /**\n * Enable scissor\n * @member {boolean}\n * @readonly\n */\n this.enableScissor = false;\n\n /**\n * Pool of used sprite mask filters\n * @member {PIXI.SpriteMaskFilter[]}\n * @readonly\n */\n this.alphaMaskPool = [];\n\n /**\n * Current index of alpha mask pool\n * @member {number}\n * @default 0\n * @readonly\n */\n this.alphaMaskIndex = 0;\n }\n\n if ( System ) MaskSystem.__proto__ = System;\n MaskSystem.prototype = Object.create( System && System.prototype );\n MaskSystem.prototype.constructor = MaskSystem;\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n *\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data.\n */\n MaskSystem.prototype.push = function push (target, maskData)\n {\n // TODO the root check means scissor rect will not\n // be used on render textures more info here:\n // https://github.com/pixijs/pixi.js/pull/3545\n\n if (maskData.isSprite)\n {\n this.pushSpriteMask(target, maskData);\n }\n else if (this.enableScissor\n && !this.scissor\n && this.renderer._activeRenderTarget.root\n && !this.renderer.stencil.stencilMaskStack.length\n && maskData.isFastRect())\n {\n var matrix = maskData.worldTransform;\n\n var rot = Math.atan2(matrix.b, matrix.a);\n\n // use the nearest degree!\n rot = Math.round(rot * (180 / Math.PI));\n\n if (rot % 90)\n {\n this.pushStencilMask(maskData);\n }\n else\n {\n this.pushScissorMask(target, maskData);\n }\n }\n else\n {\n this.pushStencilMask(maskData);\n }\n };\n\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * @param {PIXI.DisplayObject} target - Display Object to pop the mask from\n * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data.\n */\n MaskSystem.prototype.pop = function pop (target, maskData)\n {\n if (maskData.isSprite)\n {\n this.popSpriteMask(target, maskData);\n }\n else if (this.enableScissor && !this.renderer.stencil.stencilMaskStack.length)\n {\n this.popScissorMask(target, maskData);\n }\n else\n {\n this.popStencilMask(target, maskData);\n }\n };\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n *\n * @param {PIXI.RenderTexture} target - Display Object to push the sprite mask to\n * @param {PIXI.Sprite} maskData - Sprite to be used as the mask\n */\n MaskSystem.prototype.pushSpriteMask = function pushSpriteMask (target, maskData)\n {\n var alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n\n if (!alphaMaskFilter)\n {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter(maskData)];\n }\n\n alphaMaskFilter[0].resolution = this.renderer.resolution;\n alphaMaskFilter[0].maskSprite = maskData;\n\n var stashFilterArea = target.filterArea;\n\n target.filterArea = maskData.getBounds(true);\n this.renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n\n this.alphaMaskIndex++;\n };\n\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n *\n */\n MaskSystem.prototype.popSpriteMask = function popSpriteMask ()\n {\n this.renderer.filter.pop();\n this.alphaMaskIndex--;\n };\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n *\n * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data.\n */\n MaskSystem.prototype.pushStencilMask = function pushStencilMask (maskData)\n {\n this.renderer.batch.flush();\n this.renderer.stencil.pushStencil(maskData);\n };\n\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n *\n */\n MaskSystem.prototype.popStencilMask = function popStencilMask ()\n {\n // this.renderer.currentRenderer.stop();\n this.renderer.stencil.popStencil();\n };\n\n /**\n *\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.Graphics} maskData - The masking data.\n */\n MaskSystem.prototype.pushScissorMask = function pushScissorMask (target, maskData)\n {\n maskData.renderable = true;\n\n var renderTarget = this.renderer._activeRenderTarget;\n\n var bounds = maskData.getBounds();\n\n bounds.fit(renderTarget.size);\n maskData.renderable = false;\n\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n\n var resolution = this.renderer.resolution;\n\n this.renderer.gl.scissor(\n bounds.x * resolution,\n (renderTarget.root ? renderTarget.size.height - bounds.y - bounds.height : bounds.y) * resolution,\n bounds.width * resolution,\n bounds.height * resolution\n );\n\n this.scissorRenderTarget = renderTarget;\n this.scissorData = maskData;\n this.scissor = true;\n };\n\n /**\n * Pop scissor mask\n *\n */\n MaskSystem.prototype.popScissorMask = function popScissorMask ()\n {\n this.scissorRenderTarget = null;\n this.scissorData = null;\n this.scissor = false;\n\n // must be scissor!\n var ref = this.renderer;\n var gl = ref.gl;\n\n gl.disable(gl.SCISSOR_TEST);\n };\n\n return MaskSystem;\n}(System));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nvar StencilSystem = /*@__PURE__*/(function (System) {\n function StencilSystem(renderer)\n {\n System.call(this, renderer);\n\n /**\n * The mask stack\n * @member {PIXI.Graphics[]}\n */\n this.stencilMaskStack = [];\n }\n\n if ( System ) StencilSystem.__proto__ = System;\n StencilSystem.prototype = Object.create( System && System.prototype );\n StencilSystem.prototype.constructor = StencilSystem;\n\n /**\n * Changes the mask stack that is used by this System.\n *\n * @param {PIXI.Graphics[]} stencilMaskStack - The mask stack\n */\n StencilSystem.prototype.setMaskStack = function setMaskStack (stencilMaskStack)\n {\n var gl = this.renderer.gl;\n\n if (stencilMaskStack.length !== this.stencilMaskStack.length)\n {\n if (stencilMaskStack.length === 0)\n {\n gl.disable(gl.STENCIL_TEST);\n }\n else\n {\n gl.enable(gl.STENCIL_TEST);\n }\n }\n\n this.stencilMaskStack = stencilMaskStack;\n };\n\n /**\n * Applies the Mask and adds it to the current stencil stack. @alvin\n *\n * @param {PIXI.Graphics} graphics - The mask\n */\n StencilSystem.prototype.pushStencil = function pushStencil (graphics)\n {\n var gl = this.renderer.gl;\n var prevMaskCount = this.stencilMaskStack.length;\n\n if (prevMaskCount === 0)\n {\n gl.enable(gl.STENCIL_TEST);\n }\n\n this.stencilMaskStack.push(graphics);\n\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.colorMask(false, false, false, false);\n gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n\n graphics.renderable = true;\n graphics.render(this.renderer);\n this.renderer.batch.flush();\n graphics.renderable = false;\n\n this._useCurrent();\n };\n\n /**\n * Removes the last mask from the stencil stack. @alvin\n */\n StencilSystem.prototype.popStencil = function popStencil ()\n {\n var gl = this.renderer.gl;\n var graphics = this.stencilMaskStack.pop();\n\n if (this.stencilMaskStack.length === 0)\n {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.clearStencil(0);\n }\n else\n {\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.colorMask(false, false, false, false);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n\n graphics.renderable = true;\n graphics.render(this.renderer);\n this.renderer.batch.flush();\n graphics.renderable = false;\n\n this._useCurrent();\n }\n };\n\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function _useCurrent ()\n {\n var gl = this.renderer.gl;\n\n gl.colorMask(true, true, true, true);\n gl.stencilFunc(gl.EQUAL, this.stencilMaskStack.length, this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n\n /**\n * Fill 1s equal to the number of acitve stencil masks.\n * @private\n * @return {number} The bitwise mask.\n */\n StencilSystem.prototype._getBitwiseMask = function _getBitwiseMask ()\n {\n return (1 << this.stencilMaskStack.length) - 1;\n };\n\n /**\n * Destroys the mask stack.\n *\n */\n StencilSystem.prototype.destroy = function destroy ()\n {\n System.prototype.destroy.call(this, this);\n\n this.stencilMaskStack = null;\n };\n\n return StencilSystem;\n}(System));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\n\nvar ProjectionSystem = /*@__PURE__*/(function (System) {\n function ProjectionSystem(renderer)\n {\n System.call(this, renderer);\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = null;\n\n /**\n * Default destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.defaultFrame = null;\n\n /**\n * Project matrix\n * @member {PIXI.Matrix}\n * @readonly\n */\n this.projectionMatrix = new Matrix();\n\n /**\n * A transform that will be appended to the projection matrix\n * if null, nothing will be applied\n * @member {PIXI.Matrix}\n */\n this.transform = null;\n }\n\n if ( System ) ProjectionSystem.__proto__ = System;\n ProjectionSystem.prototype = Object.create( System && System.prototype );\n ProjectionSystem.prototype.constructor = ProjectionSystem;\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle)\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n ProjectionSystem.prototype.update = function update (destinationFrame, sourceFrame, resolution, root)\n {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n\n if (this.transform)\n {\n this.projectionMatrix.append(this.transform);\n }\n\n var renderer = this.renderer;\n\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader)\n {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle)\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n ProjectionSystem.prototype.calculateProjection = function calculateProjection (destinationFrame, sourceFrame, resolution, root)\n {\n var pm = this.projectionMatrix;\n\n // I don't think we will need this line..\n // pm.identity();\n\n if (!root)\n {\n pm.a = (1 / destinationFrame.width * 2) * resolution;\n pm.d = (1 / destinationFrame.height * 2) * resolution;\n\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -1 - (sourceFrame.y * pm.d);\n }\n else\n {\n pm.a = (1 / destinationFrame.width * 2) * resolution;\n pm.d = (-1 / destinationFrame.height * 2) * resolution;\n\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = 1 - (sourceFrame.y * pm.d);\n }\n };\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function setTransform ()// matrix)\n {\n // this._activeRenderTarget.transform = matrix;\n };\n\n return ProjectionSystem;\n}(System));\n\nvar tempRect = new Rectangle();\n\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\n\nvar RenderTextureSystem = /*@__PURE__*/(function (System) {\n function RenderTextureSystem(renderer)\n {\n System.call(this, renderer);\n\n /**\n * The clear background color as rgba\n * @member {number[]}\n */\n this.clearColor = renderer._backgroundColorRgba;\n\n // TODO move this property somewhere else!\n /**\n * List of masks for the StencilSystem\n * @member {PIXI.Graphics[]}\n * @readonly\n */\n this.defaultMaskStack = [];\n\n // empty render texture?\n /**\n * Render texture\n * @member {PIXI.RenderTexture}\n * @readonly\n */\n this.current = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = new Rectangle();\n }\n\n if ( System ) RenderTextureSystem.__proto__ = System;\n RenderTextureSystem.prototype = Object.create( System && System.prototype );\n RenderTextureSystem.prototype.constructor = RenderTextureSystem;\n\n /**\n * Bind the current render texture\n * @param {PIXI.RenderTexture} [renderTexture] - RenderTexture to bind, by default its `null`, the screen\n * @param {PIXI.Rectangle} [sourceFrame] - part of screen that is mapped to the renderTexture\n * @param {PIXI.Rectangle} [destinationFrame] - part of renderTexture, by default it has the same size as sourceFrame\n */\n RenderTextureSystem.prototype.bind = function bind (renderTexture, sourceFrame, destinationFrame)\n {\n if ( renderTexture === void 0 ) renderTexture = null;\n\n this.current = renderTexture;\n\n var renderer = this.renderer;\n\n var resolution;\n\n if (renderTexture)\n {\n var baseTexture = renderTexture.baseTexture;\n\n resolution = baseTexture.resolution;\n\n if (!destinationFrame)\n {\n tempRect.width = baseTexture.realWidth;\n tempRect.height = baseTexture.realHeight;\n\n destinationFrame = tempRect;\n }\n\n if (!sourceFrame)\n {\n sourceFrame = destinationFrame;\n }\n\n this.renderer.framebuffer.bind(baseTexture.framebuffer, destinationFrame);\n\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, false);\n this.renderer.stencil.setMaskStack(baseTexture.stencilMaskStack);\n }\n else\n {\n resolution = this.renderer.resolution;\n\n // TODO these validation checks happen deeper down..\n // thing they can be avoided..\n if (!destinationFrame)\n {\n tempRect.width = renderer.width;\n tempRect.height = renderer.height;\n\n destinationFrame = tempRect;\n }\n\n if (!sourceFrame)\n {\n sourceFrame = destinationFrame;\n }\n\n renderer.framebuffer.bind(null, destinationFrame);\n\n // TODO store this..\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, true);\n this.renderer.stencil.setMaskStack(this.defaultMaskStack);\n }\n\n this.sourceFrame.copyFrom(sourceFrame);\n\n this.destinationFrame.x = destinationFrame.x / resolution;\n this.destinationFrame.y = destinationFrame.y / resolution;\n\n this.destinationFrame.width = destinationFrame.width / resolution;\n this.destinationFrame.height = destinationFrame.height / resolution;\n\n if (sourceFrame === destinationFrame)\n {\n this.sourceFrame.copyFrom(this.destinationFrame);\n }\n };\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {number[]} [clearColor] - The color as rgba, default to use the renderer backgroundColor\n * @return {PIXI.Renderer} Returns itself.\n */\n RenderTextureSystem.prototype.clear = function clear (clearColor)\n {\n if (this.current)\n {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else\n {\n clearColor = clearColor || this.clearColor;\n }\n\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);\n };\n\n RenderTextureSystem.prototype.resize = function resize ()// screenWidth, screenHeight)\n {\n // resize the root only!\n this.bind(null);\n };\n\n /**\n * Resets renderTexture state\n */\n RenderTextureSystem.prototype.reset = function reset ()\n {\n this.bind(null);\n };\n\n return RenderTextureSystem;\n}(System));\n\n/**\n * Helper class to create a WebGL Program\n *\n * @class\n * @memberof PIXI\n */\nvar GLProgram = function GLProgram(program, uniformData)\n{\n /**\n * The shader program\n *\n * @member {WebGLProgram}\n */\n this.program = program;\n\n /**\n * holds the uniform data which contains uniform locations\n * and current uniform values used for caching and preventing unneeded GPU commands\n * @member {Object}\n */\n this.uniformData = uniformData;\n\n /**\n * uniformGroups holds the various upload functions for the shader. Each uniform group\n * and program have a unique upload function generated.\n * @member {Object}\n */\n this.uniformGroups = {};\n};\n\n/**\n * Destroys this program\n */\nGLProgram.prototype.destroy = function destroy ()\n{\n this.uniformData = null;\n this.uniformGroups = null;\n this.program = null;\n};\n\nvar UID$4 = 0;\n\n/**\n * System plugin to the renderer to manage shaders.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nvar ShaderSystem = /*@__PURE__*/(function (System) {\n function ShaderSystem(renderer)\n {\n System.call(this, renderer);\n\n // Validation check that this environment support `new Function`\n this.systemCheck();\n\n /**\n * The current WebGL rendering context\n *\n * @member {WebGLRenderingContext}\n */\n this.gl = null;\n\n this.shader = null;\n this.program = null;\n\n /**\n * Cache to holds the generated functions. Stored against UniformObjects unique signature\n * @type {Object}\n * @private\n */\n this.cache = {};\n\n this.id = UID$4++;\n }\n\n if ( System ) ShaderSystem.__proto__ = System;\n ShaderSystem.prototype = Object.create( System && System.prototype );\n ShaderSystem.prototype.constructor = ShaderSystem;\n\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n *\n * @private\n */\n ShaderSystem.prototype.systemCheck = function systemCheck ()\n {\n if (!unsafeEvalSupported())\n {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n\n ShaderSystem.prototype.contextChange = function contextChange (gl)\n {\n this.gl = gl;\n };\n\n /**\n * Changes the current shader to the one given in parameter\n *\n * @param {PIXI.Shader} shader - the new shader\n * @param {boolean} dontSync - false if the shader should automatically sync its uniforms.\n * @returns {PIXI.GLProgram} the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function bind (shader, dontSync)\n {\n shader.uniforms.globals = this.renderer.globalUniforms;\n\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateShader(shader);\n\n this.shader = shader;\n\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program)\n {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n\n if (!dontSync)\n {\n this.syncUniformGroup(shader.uniformGroup);\n }\n\n return glProgram;\n };\n\n /**\n * Uploads the uniforms values to the currently bound shader.\n *\n * @param {object} uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function setUniforms (uniforms)\n {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n\n ShaderSystem.prototype.syncUniformGroup = function syncUniformGroup (group)\n {\n var glProgram = this.getglProgram();\n\n if (!group.static || group.dirtyId !== glProgram.uniformGroups[group.id])\n {\n glProgram.uniformGroups[group.id] = group.dirtyId;\n\n this.syncUniforms(group, glProgram);\n }\n };\n\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static\n * syncUnforms instead.\n *\n * @private\n */\n ShaderSystem.prototype.syncUniforms = function syncUniforms (group, glProgram)\n {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer);\n };\n\n ShaderSystem.prototype.createSyncGroups = function createSyncGroups (group)\n {\n var id = this.getSignature(group, this.shader.program.uniformData);\n\n if (!this.cache[id])\n {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n\n return group.syncUniforms[this.shader.program.id];\n };\n\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n *\n * @param {PIXI.UniformGroup} group the uniform group to get signature of\n * @param {Object} uniformData uniform information generated by the shader\n * @returns {String} Unique signature of the uniform group\n * @private\n */\n ShaderSystem.prototype.getSignature = function getSignature (group, uniformData)\n {\n var uniforms = group.uniforms;\n\n var strings = [];\n\n for (var i in uniforms)\n {\n strings.push(i);\n\n if (uniformData[i])\n {\n strings.push(uniformData[i].type);\n }\n }\n\n return strings.join('-');\n };\n\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n *\n * @return {PIXI.GLProgram} the glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getglProgram = function getglProgram ()\n {\n if (this.shader)\n {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n\n return null;\n };\n\n /**\n * Generates a glProgram version of the Shader provided.\n *\n * @private\n * @param {PIXI.Shader} shader the shader that the glProgram will be based on.\n * @return {PIXI.GLProgram} A shiny new glProgram!\n */\n ShaderSystem.prototype.generateShader = function generateShader (shader)\n {\n var gl = this.gl;\n\n var program = shader.program;\n\n var attribMap = {};\n\n for (var i in program.attributeData)\n {\n attribMap[i] = program.attributeData[i].location;\n }\n\n var shaderProgram = compileProgram(gl, program.vertexSrc, program.fragmentSrc, attribMap);\n var uniformData = {};\n\n for (var i$1 in program.uniformData)\n {\n var data = program.uniformData[i$1];\n\n uniformData[i$1] = {\n location: gl.getUniformLocation(shaderProgram, i$1),\n value: defaultValue(data.type, data.size),\n };\n }\n\n var glProgram = new GLProgram(shaderProgram, uniformData);\n\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n\n return glProgram;\n };\n\n /**\n * Resets ShaderSystem state, does not affect WebGL state\n */\n ShaderSystem.prototype.reset = function reset ()\n {\n this.program = null;\n this.shader = null;\n };\n\n /**\n * Destroys this System and removes all its textures\n */\n ShaderSystem.prototype.destroy = function destroy ()\n {\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n\n return ShaderSystem;\n}(System));\n\n/**\n * Maps gl blend combinations to WebGL.\n *\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @return {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array)\n{\n if ( array === void 0 ) array = [];\n\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n\n return array;\n}\n\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\n\n/**\n * System plugin to the renderer to manage WebGL state machines.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nvar StateSystem = /*@__PURE__*/(function (System) {\n function StateSystem(renderer)\n {\n System.call(this, renderer);\n\n /**\n * GL context\n * @member {WebGLRenderingContext}\n * @readonly\n */\n this.gl = null;\n\n /**\n * State ID\n * @member {number}\n * @readonly\n */\n this.stateId = 0;\n\n /**\n * Polygon offset\n * @member {number}\n * @readonly\n */\n this.polygonOffset = 0;\n\n /**\n * Blend mode\n * @member {number}\n * @default PIXI.BLEND_MODES.NONE\n * @readonly\n */\n this.blendMode = BLEND_MODES.NONE;\n\n /**\n * Whether current blend equation is different\n * @member {boolean}\n * @protected\n */\n this._blendEq = false;\n\n /**\n * Collection of calls\n * @member {function[]}\n * @readonly\n */\n this.map = [];\n\n // map functions for when we set state..\n this.map[BLEND$1] = this.setBlend;\n this.map[OFFSET$1] = this.setOffset;\n this.map[CULLING$1] = this.setCullFace;\n this.map[DEPTH_TEST$1] = this.setDepthTest;\n this.map[WINDING$1] = this.setFrontFace;\n\n /**\n * Collection of check calls\n * @member {function[]}\n * @readonly\n */\n this.checks = [];\n\n /**\n * Default WebGL State\n * @member {PIXI.State}\n * @readonly\n */\n this.defaultState = new State();\n this.defaultState.blend = true;\n this.defaultState.depth = true;\n }\n\n if ( System ) StateSystem.__proto__ = System;\n StateSystem.prototype = Object.create( System && System.prototype );\n StateSystem.prototype.constructor = StateSystem;\n\n StateSystem.prototype.contextChange = function contextChange (gl)\n {\n this.gl = gl;\n\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n\n this.setState(this.defaultState);\n\n this.reset();\n };\n\n /**\n * Sets the current state\n *\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.setState = function setState (state)\n {\n state = state || this.defaultState;\n\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data)\n {\n var diff = this.stateId ^ state.data;\n var i = 0;\n\n // order from least to most common\n while (diff)\n {\n if (diff & 1)\n {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n\n diff = diff >> 1;\n i++;\n }\n\n this.stateId = state.data;\n }\n\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i$1 = 0; i$1 < this.checks.length; i$1++)\n {\n this.checks[i$1](this, state);\n }\n };\n\n /**\n * Sets the state, when previous state is unknown\n *\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function forceState (state)\n {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++)\n {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i$1 = 0; i$1 < this.checks.length; i$1++)\n {\n this.checks[i$1](this, state);\n }\n\n this.stateId = state.data;\n };\n\n /**\n * Enables or disabled blending.\n *\n * @param {boolean} value - Turn on or off webgl blending.\n */\n StateSystem.prototype.setBlend = function setBlend (value)\n {\n this.updateCheck(StateSystem.checkBlendMode, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n\n /**\n * Enables or disable polygon offset fill\n *\n * @param {boolean} value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function setOffset (value)\n {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n\n /**\n * Sets whether to enable or disable depth test.\n *\n * @param {boolean} value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function setDepthTest (value)\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n\n /**\n * Sets whether to enable or disable cull face.\n *\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function setCullFace (value)\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n\n /**\n * Sets the gl front face.\n *\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function setFrontFace (value)\n {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n\n /**\n * Sets the blend mode.\n *\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function setBlendMode (value)\n {\n if (value === this.blendMode)\n {\n return;\n }\n\n this.blendMode = value;\n\n var mode = this.blendModes[value];\n var gl = this.gl;\n\n if (mode.length === 2)\n {\n gl.blendFunc(mode[0], mode[1]);\n }\n else\n {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6)\n {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq)\n {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n\n /**\n * Sets the polygon offset.\n *\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function setPolygonOffset (value, scale)\n {\n this.gl.polygonOffset(value, scale);\n };\n\n // used\n /**\n * Resets all the logic and disables the vaos\n */\n StateSystem.prototype.reset = function reset ()\n {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n\n this.forceState(0);\n\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n\n /**\n * checks to see which updates should be checked based on which settings have been activated.\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n *\n * @param {Function} func the checking function to add or remove\n * @param {boolean} value should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function updateCheck (func, value)\n {\n var index = this.checks.indexOf(func);\n\n if (value && index === -1)\n {\n this.checks.push(func);\n }\n else if (!value && index !== -1)\n {\n this.checks.splice(index, 1);\n }\n };\n\n /**\n * A private little wrapper function that we call to check the blend mode.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System the System to perform the state check on\n * @param {PIXI.State} state the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function checkBlendMode (system, state)\n {\n system.setBlendMode(state.blendMode);\n };\n\n /**\n * A private little wrapper function that we call to check the polygon offset.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System the System to perform the state check on\n * @param {PIXI.State} state the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function checkPolygonOffset (system, state)\n {\n system.setPolygonOffset(state.polygonOffset, 0);\n };\n\n return StateSystem;\n}(System));\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nvar TextureGCSystem = /*@__PURE__*/(function (System) {\n function TextureGCSystem(renderer)\n {\n System.call(this, renderer);\n\n /**\n * Count\n * @member {number}\n * @readonly\n */\n this.count = 0;\n\n /**\n * Check count\n * @member {number}\n * @readonly\n */\n this.checkCount = 0;\n\n /**\n * Maximum idle time, in seconds\n * @member {number}\n * @see PIXI.settings.GC_MAX_IDLE\n */\n this.maxIdle = settings.GC_MAX_IDLE;\n\n /**\n * Maximum number of itesm to check\n * @member {number}\n * @see PIXI.settings.GC_MAX_CHECK_COUNT\n */\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n\n /**\n * Current garabage collection mode\n * @member {PIXI.GC_MODES}\n * @see PIXI.settings.GC_MODE\n */\n this.mode = settings.GC_MODE;\n }\n\n if ( System ) TextureGCSystem.__proto__ = System;\n TextureGCSystem.prototype = Object.create( System && System.prototype );\n TextureGCSystem.prototype.constructor = TextureGCSystem;\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function postrender ()\n {\n this.count++;\n\n if (this.mode === GC_MODES.MANUAL)\n {\n return;\n }\n\n this.checkCount++;\n\n if (this.checkCount > this.checkCountMax)\n {\n this.checkCount = 0;\n\n this.run();\n }\n };\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function run ()\n {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n\n for (var i = 0; i < managedTextures.length; i++)\n {\n var texture = managedTextures[i];\n\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle)\n {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n\n if (wasRemoved)\n {\n var j = 0;\n\n for (var i$1 = 0; i$1 < managedTextures.length; i$1++)\n {\n if (managedTextures[i$1] !== null)\n {\n managedTextures[j++] = managedTextures[i$1];\n }\n }\n\n managedTextures.length = j;\n }\n };\n\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n *\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function unload (displayObject)\n {\n var tm = this.renderer.textureSystem;\n\n // only destroy non generated textures\n if (displayObject._texture && displayObject._texture._glRenderTargets)\n {\n tm.destroyTexture(displayObject._texture);\n }\n\n for (var i = displayObject.children.length - 1; i >= 0; i--)\n {\n this.unload(displayObject.children[i]);\n }\n };\n\n return TextureGCSystem;\n}(System));\n\n/**\n * Internal texture for WebGL context\n * @class\n * @memberof PIXI\n */\nvar GLTexture = function GLTexture(texture)\n{\n /**\n * The WebGL texture\n * @member {WebGLTexture}\n */\n this.texture = texture;\n\n this.width = -1;\n this.height = -1;\n\n /**\n * Texture contents dirty flag\n * @member {number}\n */\n this.dirtyId = -1;\n\n /**\n * Texture style dirty flag\n * @member {number}\n */\n this.dirtyStyleId = -1;\n\n /**\n * Whether mip levels has to be generated\n * @member {boolean}\n */\n this.mipmap = false;\n\n /**\n * WrapMode copied from baseTexture\n * @member {number}\n */\n this.wrapMode = 33071;\n};\n\n/**\n * System plugin to the renderer to manage textures.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nvar TextureSystem = /*@__PURE__*/(function (System) {\n function TextureSystem(renderer)\n {\n System.call(this, renderer);\n\n // TODO set to max textures...\n /**\n * Bound textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.boundTextures = [];\n /**\n * Current location\n * @member {number}\n * @readonly\n */\n this.currentLocation = -1;\n\n /**\n * List of managed textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.managedTextures = [];\n\n /**\n * Did someone temper with textures state? We'll overwrite them when we need to unbind something.\n * @member {boolean}\n * @private\n */\n this._unknownBoundTextures = false;\n\n /**\n * BaseTexture value that shows that we don't know what is bound\n * @member {PIXI.BaseTexture}\n * @readonly\n */\n this.unknownTexture = new BaseTexture();\n }\n\n if ( System ) TextureSystem.__proto__ = System;\n TextureSystem.prototype = Object.create( System && System.prototype );\n TextureSystem.prototype.constructor = TextureSystem;\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n TextureSystem.prototype.contextChange = function contextChange ()\n {\n var gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n this.webGLVersion = this.renderer.context.webGLVersion;\n\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this.boundTextures.length = maxTextures;\n\n for (var i = 0; i < maxTextures; i++)\n {\n this.boundTextures[i] = null;\n }\n\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n\n var emptyTexture2D = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n\n for (var i$1 = 0; i$1 < 6; i$1++)\n {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i$1, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n\n for (var i$2 = 0; i$2 < this.boundTextures.length; i$2++)\n {\n this.bind(null, i$2);\n }\n };\n\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n *\n * @param {PIXI.Texture|PIXI.BaseTexture} texture - Texture to bind\n * @param {number} [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function bind (texture, location)\n {\n if ( location === void 0 ) location = 0;\n\n var ref = this;\n var gl = ref.gl;\n\n if (texture)\n {\n texture = texture.baseTexture || texture;\n\n if (texture.valid)\n {\n texture.touched = this.renderer.textureGC.count;\n\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n\n if (this.boundTextures[location] !== texture)\n {\n gl.bindTexture(texture.target, glTexture.texture);\n }\n\n if (glTexture.dirtyId !== texture.dirtyId)\n {\n this.updateTexture(texture);\n }\n\n this.boundTextures[location] = texture;\n }\n }\n else\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n\n /**\n * Resets texture location and bound textures\n *\n * Actual `bind(null, i)` calls will be performed at next `unbind()` call\n */\n TextureSystem.prototype.reset = function reset ()\n {\n this._unknownBoundTextures = true;\n this.currentLocation = -1;\n\n for (var i = 0; i < this.boundTextures.length; i++)\n {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n\n /**\n * Unbind a texture\n * @param {PIXI.Texture|PIXI.BaseTexture} texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function unbind (texture)\n {\n var ref = this;\n var gl = ref.gl;\n var boundTextures = ref.boundTextures;\n\n if (this._unknownBoundTextures)\n {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++)\n {\n if (boundTextures[i] === this.unknownTexture)\n {\n this.bind(null, i);\n }\n }\n }\n\n for (var i$1 = 0; i$1 < boundTextures.length; i$1++)\n {\n if (boundTextures[i$1] === texture)\n {\n if (this.currentLocation !== i$1)\n {\n gl.activeTexture(gl.TEXTURE0 + i$1);\n this.currentLocation = i$1;\n }\n\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[texture.target].texture);\n boundTextures[i$1] = null;\n }\n }\n };\n\n /**\n * Initialize a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function initTexture (texture)\n {\n var glTexture = new GLTexture(this.gl.createTexture());\n\n // guarantee an update..\n glTexture.dirtyId = -1;\n\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n\n return glTexture;\n };\n\n /**\n * Update a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function updateTexture (texture)\n {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n var renderer = this.renderer;\n\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture))\n ;\n else\n {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0)\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(texture.target, 0,\n texture.format,\n width,\n height,\n 0,\n texture.format,\n texture.type,\n null);\n }\n }\n\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId)\n {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n\n /**\n * Deletes the texture from WebGL\n *\n * @private\n * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to destroy\n * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function destroyTexture (texture, skipRemove)\n {\n var ref = this;\n var gl = ref.gl;\n\n texture = texture.baseTexture || texture;\n\n if (texture._glTextures[this.CONTEXT_UID])\n {\n this.unbind(texture);\n\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n\n delete texture._glTextures[this.CONTEXT_UID];\n\n if (!skipRemove)\n {\n var i = this.managedTextures.indexOf(texture);\n\n if (i !== -1)\n {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n\n /**\n * Update texture style such as mipmap flag\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function updateTextureStyle (texture)\n {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture)\n {\n return;\n }\n\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo)\n {\n glTexture.mipmap = 0;\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else\n {\n glTexture.mipmap = texture.mipmap >= 1;\n glTexture.wrapMode = texture.wrapMode;\n }\n\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture))\n ;\n else\n {\n this.setStyle(texture, glTexture);\n }\n\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n\n /**\n * Set style for texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n * @param {PIXI.GLTexture} glTexture\n */\n TextureSystem.prototype.setStyle = function setStyle (texture, glTexture)\n {\n var gl = this.gl;\n\n if (glTexture.mipmap)\n {\n gl.generateMipmap(texture.target);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n\n if (glTexture.mipmap)\n {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n }\n else\n {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode ? gl.LINEAR : gl.NEAREST);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode ? gl.LINEAR : gl.NEAREST);\n };\n\n return TextureSystem;\n}(System));\n\n/**\n * Systems are individual components to the Renderer pipeline.\n * @namespace PIXI.systems\n */\n\nvar systems = ({\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n});\n\nvar tempMatrix = new Matrix();\n\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n *\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /*@__PURE__*/(function (EventEmitter) {\n function AbstractRenderer(system, options)\n {\n EventEmitter.call(this);\n\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n\n // Deprecation notice for renderer roundPixels option\n if (options.roundPixels)\n {\n settings.ROUND_PIXELS = options.roundPixels;\n deprecation('5.0.0', 'Renderer roundPixels option is deprecated, please use PIXI.settings.ROUND_PIXELS', 2);\n }\n\n /**\n * The supplied constructor options.\n *\n * @member {Object}\n * @readOnly\n */\n this.options = options;\n\n /**\n * The type of the renderer.\n *\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n this.type = RENDERER_TYPE.UNKNOWN;\n\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n *\n * @member {PIXI.Rectangle}\n */\n this.screen = new Rectangle(0, 0, options.width, options.height);\n\n /**\n * The canvas element that everything is drawn to.\n *\n * @member {HTMLCanvasElement}\n */\n this.view = options.view || document.createElement('canvas');\n\n /**\n * The resolution / device pixel ratio of the renderer.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = options.resolution || settings.RESOLUTION;\n\n /**\n * Whether the render view is transparent.\n *\n * @member {boolean}\n */\n this.transparent = options.transparent;\n\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n *\n * @member {boolean}\n */\n this.autoDensity = options.autoDensity || options.autoResize || false;\n // autoResize is deprecated, provides fallback support\n\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n *\n * @member {boolean}\n */\n this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n *\n * @member {boolean}\n * @default\n */\n this.clearBeforeRender = options.clearBeforeRender;\n\n /**\n * The background color as a number.\n *\n * @member {number}\n * @protected\n */\n this._backgroundColor = 0x000000;\n\n /**\n * The background color as an [R, G, B] array.\n *\n * @member {number[]}\n * @protected\n */\n this._backgroundColorRgba = [0, 0, 0, 0];\n\n /**\n * The background color as a string.\n *\n * @member {string}\n * @protected\n */\n this._backgroundColorString = '#000000';\n\n this.backgroundColor = options.backgroundColor || this._backgroundColor; // run bg color setter\n\n /**\n * This temporary display object used as the parent of the currently being rendered item.\n *\n * @member {PIXI.DisplayObject}\n * @protected\n */\n this._tempDisplayObjectParent = new Container();\n\n /**\n * The last root object that the renderer tried to render.\n *\n * @member {PIXI.DisplayObject}\n * @protected\n */\n this._lastObjectRendered = this._tempDisplayObjectParent;\n\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n this.plugins = {};\n }\n\n if ( EventEmitter ) AbstractRenderer.__proto__ = EventEmitter;\n AbstractRenderer.prototype = Object.create( EventEmitter && EventEmitter.prototype );\n AbstractRenderer.prototype.constructor = AbstractRenderer;\n\n var prototypeAccessors = { width: { configurable: true },height: { configurable: true },backgroundColor: { configurable: true } };\n\n /**\n * Initialize the plugins.\n *\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function initPlugins (staticMap)\n {\n for (var o in staticMap)\n {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n *\n * @member {number}\n * @readonly\n * @default 800\n */\n prototypeAccessors.width.get = function ()\n {\n return this.view.width;\n };\n\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n *\n * @member {number}\n * @readonly\n * @default 600\n */\n prototypeAccessors.height.get = function ()\n {\n return this.view.height;\n };\n\n /**\n * Resizes the screen and canvas to the specified width and height.\n * Canvas dimensions are multiplied by resolution.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n AbstractRenderer.prototype.resize = function resize (screenWidth, screenHeight)\n {\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n\n this.view.width = screenWidth * this.resolution;\n this.view.height = screenHeight * this.resolution;\n\n if (this.autoDensity)\n {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n };\n\n /**\n * Useful function that returns a texture of the display object that can then be used to create sprites\n * This can be quite useful if your displayObject is complicated and needs to be reused multiple times.\n *\n * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from.\n * @param {number} scaleMode - Should be one of the scaleMode consts.\n * @param {number} resolution - The resolution / device pixel ratio of the texture being generated.\n * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered,\n * if no region is specified, defaults to the local bounds of the displayObject.\n * @return {PIXI.Texture} A texture of the graphics object.\n */\n AbstractRenderer.prototype.generateTexture = function generateTexture (displayObject, scaleMode, resolution, region)\n {\n region = region || displayObject.getLocalBounds();\n\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0) { region.width = 1; }\n if (region.height === 0) { region.height = 1; }\n\n var renderTexture = RenderTexture.create(region.width | 0, region.height | 0, scaleMode, resolution);\n\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n\n this.render(displayObject, renderTexture, false, tempMatrix, !!displayObject.parent);\n\n return renderTexture;\n };\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function destroy (removeView)\n {\n for (var o in this.plugins)\n {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n\n if (removeView && this.view.parentNode)\n {\n this.view.parentNode.removeChild(this.view);\n }\n\n this.plugins = null;\n\n this.type = RENDERER_TYPE.UNKNOWN;\n\n this.view = null;\n\n this.screen = null;\n\n this.resolution = 0;\n\n this.transparent = false;\n\n this.autoDensity = false;\n\n this.blendModes = null;\n\n this.options = null;\n\n this.preserveDrawingBuffer = false;\n this.clearBeforeRender = false;\n\n this._backgroundColor = 0;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n\n this._tempDisplayObjectParent = null;\n this._lastObjectRendered = null;\n };\n\n /**\n * The background color to fill if not transparent\n *\n * @member {number}\n */\n prototypeAccessors.backgroundColor.get = function ()\n {\n return this._backgroundColor;\n };\n\n prototypeAccessors.backgroundColor.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n };\n\n Object.defineProperties( AbstractRenderer.prototype, prototypeAccessors );\n\n return AbstractRenderer;\n}(EventEmitter));\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.AbstractRenderer\n */\nvar Renderer = /*@__PURE__*/(function (AbstractRenderer) {\n function Renderer(options)\n {\n if ( options === void 0 ) options = {};\n\n AbstractRenderer.call(this, 'WebGL', options);\n\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = this.options;\n\n /**\n * The type of this renderer as a standardized const\n *\n * @member {number}\n * @see PIXI.RENDERER_TYPE\n */\n this.type = RENDERER_TYPE.WEBGL;\n\n // this will be set by the contextSystem (this.context)\n this.gl = null;\n this.CONTEXT_UID = 0;\n\n // TODO legacy!\n\n /**\n * Internal signal instances of **runner**, these\n * are assigned to each system created.\n * @see PIXI.Runner\n * @name PIXI.Renderer#runners\n * @private\n * @type {object}\n * @readonly\n * @property {PIXI.Runner} destroy - Destroy runner\n * @property {PIXI.Runner} contextChange - Context change runner\n * @property {PIXI.Runner} reset - Reset runner\n * @property {PIXI.Runner} update - Update runner\n * @property {PIXI.Runner} postrender - Post-render runner\n * @property {PIXI.Runner} prerender - Pre-render runner\n * @property {PIXI.Runner} resize - Resize runner\n */\n this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange', 1),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize', 2),\n };\n\n /**\n * Global uniforms\n * @member {PIXI.UniformGroup}\n */\n this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n\n /**\n * Mask system instance\n * @member {PIXI.systems.MaskSystem} mask\n * @memberof PIXI.Renderer#\n * @readonly\n */\n this.addSystem(MaskSystem, 'mask')\n /**\n * Context system instance\n * @member {PIXI.systems.ContextSystem} context\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ContextSystem, 'context')\n /**\n * State system instance\n * @member {PIXI.systems.StateSystem} state\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StateSystem, 'state')\n /**\n * Shader system instance\n * @member {PIXI.systems.ShaderSystem} shader\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ShaderSystem, 'shader')\n /**\n * Texture system instance\n * @member {PIXI.systems.TextureSystem} texture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureSystem, 'texture')\n /**\n * Geometry system instance\n * @member {PIXI.systems.GeometrySystem} geometry\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(GeometrySystem, 'geometry')\n /**\n * Framebuffer system instance\n * @member {PIXI.systems.FramebufferSystem} framebuffer\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FramebufferSystem, 'framebuffer')\n /**\n * Stencil system instance\n * @member {PIXI.systems.StencilSystem} stencil\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StencilSystem, 'stencil')\n /**\n * Projection system instance\n * @member {PIXI.systems.ProjectionSystem} projection\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ProjectionSystem, 'projection')\n /**\n * Texture garbage collector system instance\n * @member {PIXI.systems.TextureGCSystem} textureGC\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureGCSystem, 'textureGC')\n /**\n * Filter system instance\n * @member {PIXI.systems.FilterSystem} filter\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FilterSystem, 'filter')\n /**\n * RenderTexture system instance\n * @member {PIXI.systems.RenderTextureSystem} renderTexture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(RenderTextureSystem, 'renderTexture')\n\n /**\n * Batch system instance\n * @member {PIXI.systems.BatchSystem} batch\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(BatchSystem, 'batch');\n\n this.initPlugins(Renderer.__plugins);\n\n /**\n * The options passed in to create a new WebGL context.\n */\n if (options.context)\n {\n this.context.initFromContext(options.context);\n }\n else\n {\n this.context.initFromOptions({\n alpha: this.transparent,\n antialias: options.antialias,\n premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: this.options.powerPreference,\n });\n }\n\n /**\n * Flag if we are rendering to the screen vs renderTexture\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.renderingToScreen = true;\n\n sayHello(this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n\n this.resize(this.options.width, this.options.height);\n }\n\n if ( AbstractRenderer ) Renderer.__proto__ = AbstractRenderer;\n Renderer.prototype = Object.create( AbstractRenderer && AbstractRenderer.prototype );\n Renderer.prototype.constructor = Renderer;\n\n /**\n * Add a new system to the renderer.\n * @param {Function} ClassRef - Class reference\n * @param {string} [name] - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @return {PIXI.Renderer} Return instance of renderer\n */\n Renderer.create = function create (options)\n {\n if (isWebGLSupported())\n {\n return new Renderer(options);\n }\n\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n\n Renderer.prototype.addSystem = function addSystem (ClassRef, name)\n {\n if (!name)\n {\n name = ClassRef.name;\n }\n\n var system = new ClassRef(this);\n\n if (this[name])\n {\n throw new Error((\"Whoops! The name \\\"\" + name + \"\\\" is already in use\"));\n }\n\n this[name] = system;\n\n for (var i in this.runners)\n {\n this.runners[i].add(system);\n }\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.Renderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.Renderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n\n return this;\n };\n\n /**\n * Renders the object to its WebGL view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered.\n * @param {PIXI.RenderTexture} [renderTexture] - The render texture to render to.\n * @param {boolean} [clear=true] - Should the canvas be cleared before the new render.\n * @param {PIXI.Matrix} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform=false] - Should we skip the update transform pass?\n */\n Renderer.prototype.render = function render (displayObject, renderTexture, clear, transform, skipUpdateTransform)\n {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.runners.prerender.run();\n this.emit('prerender');\n\n // apply a transform at a GPU level\n this.projection.transform = transform;\n\n // no point rendering if our context has been blown up!\n if (this.context.isLost)\n {\n return;\n }\n\n if (!renderTexture)\n {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform)\n {\n // update the scene graph\n var cacheParent = displayObject.parent;\n\n displayObject.parent = this._tempDisplayObjectParent;\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender)\n {\n this.renderTexture.clear();\n }\n\n displayObject.render(this);\n\n // apply transform..\n this.batch.currentRenderer.flush();\n\n if (renderTexture)\n {\n renderTexture.baseTexture.update();\n }\n\n this.runners.postrender.run();\n\n // reset transform after render\n this.projection.transform = null;\n\n this.emit('postrender');\n };\n\n /**\n * Resizes the WebGL view to the specified width and height.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n Renderer.prototype.resize = function resize (screenWidth, screenHeight)\n {\n AbstractRenderer.prototype.resize.call(this, screenWidth, screenHeight);\n\n this.runners.resize.run(screenWidth, screenHeight);\n };\n\n /**\n * Resets the WebGL state so you can render things however you fancy!\n *\n * @return {PIXI.Renderer} Returns itself.\n */\n Renderer.prototype.reset = function reset ()\n {\n this.runners.reset.run();\n\n return this;\n };\n\n /**\n * Clear the frame buffer\n */\n Renderer.prototype.clear = function clear ()\n {\n this.framebuffer.bind();\n this.framebuffer.clear();\n };\n\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function destroy (removeView)\n {\n this.runners.destroy.run();\n\n // call base destroy\n AbstractRenderer.prototype.destroy.call(this, removeView);\n\n // TODO nullify all the managers..\n this.gl = null;\n };\n\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.Renderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.Extract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.Prepare} prepare Pre-render display objects.\n */\n\n /**\n * Adds a plugin to the renderer.\n *\n * @method\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function registerPlugin (pluginName, ctor)\n {\n Renderer.__plugins = Renderer.__plugins || {};\n Renderer.__plugins[pluginName] = ctor;\n };\n\n return Renderer;\n}(AbstractRenderer));\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n *\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.\n * FXAA is faster, but may not always look as great **webgl only**\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @return {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options)\n{\n return Renderer.create(options);\n}\n\nvar _default = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar defaultFilter = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A Texture that depends on six other resources.\n *\n * @class\n * @extends PIXI.BaseTexture\n * @memberof PIXI\n */\nvar CubeTexture = /*@__PURE__*/(function (BaseTexture) {\n function CubeTexture () {\n BaseTexture.apply(this, arguments);\n }\n\n if ( BaseTexture ) CubeTexture.__proto__ = BaseTexture;\n CubeTexture.prototype = Object.create( BaseTexture && BaseTexture.prototype );\n CubeTexture.prototype.constructor = CubeTexture;\n\n CubeTexture.from = function from (resources, options)\n {\n return new CubeTexture(new CubeResource(resources, options));\n };\n\n return CubeTexture;\n}(BaseTexture));\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n *\n * @class\n * @memberof PIXI\n */\nvar BatchGeometry = /*@__PURE__*/(function (Geometry) {\n function BatchGeometry(_static)\n {\n if ( _static === void 0 ) _static = false;\n\n Geometry.call(this);\n\n /**\n * Buffer used for position, color, texture IDs\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._buffer = new Buffer(null, _static, false);\n\n /**\n * Index buffer data\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._indexBuffer = new Buffer(null, _static, true);\n\n this.addAttribute('aVertexPosition', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(this._indexBuffer);\n }\n\n if ( Geometry ) BatchGeometry.__proto__ = Geometry;\n BatchGeometry.prototype = Object.create( Geometry && Geometry.prototype );\n BatchGeometry.prototype.constructor = BatchGeometry;\n\n return BatchGeometry;\n}(Geometry));\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n *\n * @class\n * @memberof PIXI\n */\nvar BatchDrawCall = function BatchDrawCall()\n{\n this.textures = [];\n this.ids = [];\n this.blend = 0;\n this.textureCount = 0;\n this.start = 0;\n this.size = 0;\n this.type = 4;\n};\n\n/**\n * Used by the BatchRenderer\n *\n * @class\n * @memberof PIXI\n */\nvar BatchBuffer = function BatchBuffer(size)\n{\n this.vertices = new ArrayBuffer(size);\n\n /**\n * View on the vertices as a Float32Array for positions\n *\n * @member {Float32Array}\n */\n this.float32View = new Float32Array(this.vertices);\n\n /**\n * View on the vertices as a Uint32Array for uvs\n *\n * @member {Float32Array}\n */\n this.uint32View = new Uint32Array(this.vertices);\n};\n\n/**\n * Destroys the buffer.\n *\n */\nBatchBuffer.prototype.destroy = function destroy ()\n{\n this.vertices = null;\n this.float32View = null;\n this.uint32View = null;\n};\n\nvar vertex$1 = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar fragTemplate$1 = [\n 'varying vec2 vTextureCoord;',\n 'varying vec4 vColor;',\n 'varying float vTextureId;',\n 'uniform sampler2D uSamplers[%count%];',\n\n 'void main(void){',\n 'vec4 color;',\n '%forloop%',\n 'gl_FragColor = color * vColor;',\n '}' ].join('\\n');\n\nvar defaultGroupCache = {};\nvar programCache = {};\n\nfunction generateMultiTextureShader(gl, maxTextures)\n{\n if (!programCache[maxTextures])\n {\n var sampleValues = new Int32Array(maxTextures);\n\n for (var i = 0; i < maxTextures; i++)\n {\n sampleValues[i] = i;\n }\n\n defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n\n var fragmentSrc = fragTemplate$1;\n\n fragmentSrc = fragmentSrc.replace(/%count%/gi, maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, generateSampleSrc(maxTextures));\n\n programCache[maxTextures] = new Program(vertex$1, fragmentSrc);\n }\n\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: defaultGroupCache[maxTextures],\n };\n\n var shader = new Shader(programCache[maxTextures], uniforms);\n\n return shader;\n}\n\nfunction generateSampleSrc(maxTextures)\n{\n var src = '';\n\n src += '\\n';\n src += '\\n';\n\n for (var i = 0; i < maxTextures; i++)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxTextures - 1)\n {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n\n src += '\\n';\n src += '\\n';\n\n return src;\n}\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * @class\n * @protected\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nvar BatchRenderer = /*@__PURE__*/(function (ObjectRenderer) {\n function BatchRenderer(renderer)\n {\n ObjectRenderer.call(this, renderer);\n\n /**\n * Number of values sent in the vertex buffer.\n * aVertexPosition(2), aTextureCoord(1), aColor(1), aTextureId(1) = 5\n *\n * @member {number}\n */\n this.vertSize = 6;\n\n /**\n * The size of the vertex information in bytes.\n *\n * @member {number}\n */\n this.vertByteSize = this.vertSize * 4;\n\n /**\n * The number of images in the SpriteRenderer before it flushes.\n *\n * @member {number}\n */\n this.size = 2000 * 4;// settings.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop\n\n this.currentSize = 0;\n this.currentIndexSize = 0;\n\n // the total number of bytes in our batch\n // let numVerts = this.size * 4 * this.vertByteSize;\n\n this.attributeBuffers = {};\n this.aBuffers = {};\n this.iBuffers = {};\n\n // this.defualtSpriteIndexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n\n /**\n * Holds the defualt indices of the geometry (quads) to draw\n *\n * @member {Uint16Array}\n */\n // const indicies = createIndicesForQuads(this.size);\n\n // this.defaultQuadIndexBuffer = new Buffer(indicies, true, true);\n\n this.onlySprites = false;\n\n /**\n * The default shaders that is used if a sprite doesn't have a more specific one.\n * there is a shader for each number of textures that can be rendered.\n * These shaders will also be generated on the fly as required.\n * @member {PIXI.Shader[]}\n */\n this.shader = null;\n\n this.currentIndex = 0;\n this.groups = [];\n\n for (var k = 0; k < this.size / 4; k++)\n {\n this.groups[k] = new BatchDrawCall();\n }\n\n this.elements = [];\n\n this.vaos = [];\n\n this.vaoMax = 2;\n this.vertexCount = 0;\n\n this.renderer.on('prerender', this.onPrerender, this);\n this.state = State.for2d();\n }\n\n if ( ObjectRenderer ) BatchRenderer.__proto__ = ObjectRenderer;\n BatchRenderer.prototype = Object.create( ObjectRenderer && ObjectRenderer.prototype );\n BatchRenderer.prototype.constructor = BatchRenderer;\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n BatchRenderer.prototype.contextChange = function contextChange ()\n {\n var gl = this.renderer.gl;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n this.MAX_TEXTURES = 1;\n }\n else\n {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n\n // generate generateMultiTextureProgram, may be a better move?\n this.shader = generateMultiTextureShader(gl, this.MAX_TEXTURES);\n\n // we use the second shader as the first one depending on your browser may omit aTextureId\n // as it is not used by the shader so is optimized out.\n for (var i = 0; i < this.vaoMax; i++)\n {\n /* eslint-disable max-len */\n this.vaos[i] = new BatchGeometry();\n }\n };\n\n /**\n * Called before the renderer starts rendering.\n *\n */\n BatchRenderer.prototype.onPrerender = function onPrerender ()\n {\n this.vertexCount = 0;\n };\n\n /**\n * Renders the sprite object.\n *\n * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch\n */\n BatchRenderer.prototype.render = function render (element)\n {\n if (!element._texture.valid)\n {\n return;\n }\n\n if (this.currentSize + (element.vertexData.length / 2) > this.size)\n {\n this.flush();\n }\n\n this.elements[this.currentIndex++] = element;\n\n this.currentSize += element.vertexData.length / 2;\n this.currentIndexSize += element.indices.length;\n };\n\n BatchRenderer.prototype.getIndexBuffer = function getIndexBuffer (size)\n {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n\n if (this.iBuffers.length <= roundedSizeIndex)\n {\n this.iBuffers.length = roundedSizeIndex + 1;\n }\n\n var buffer = this.iBuffers[roundedSizeIndex];\n\n if (!buffer)\n {\n this.iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n\n return buffer;\n };\n\n BatchRenderer.prototype.getAttributeBuffer = function getAttributeBuffer (size)\n {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n\n if (this.aBuffers.length <= roundedSizeIndex)\n {\n this.iBuffers.length = roundedSizeIndex + 1;\n }\n\n var buffer = this.aBuffers[roundedSize];\n\n if (!buffer)\n {\n this.aBuffers[roundedSize] = buffer = new BatchBuffer(roundedSize * this.vertByteSize);\n }\n\n return buffer;\n };\n\n /**\n * Renders the content and empties the current batch.\n *\n */\n BatchRenderer.prototype.flush = function flush ()\n {\n if (this.currentSize === 0)\n {\n return;\n }\n\n var gl = this.renderer.gl;\n var MAX_TEXTURES = this.MAX_TEXTURES;\n\n var buffer = this.getAttributeBuffer(this.currentSize);\n var indexBuffer = this.getIndexBuffer(this.currentIndexSize);\n\n var elements = this.elements;\n var groups = this.groups;\n\n var float32View = buffer.float32View;\n var uint32View = buffer.uint32View;\n\n var touch = this.renderer.textureGC.count;\n\n var index = 0;\n var indexCount = 0;\n var nextTexture;\n var currentTexture;\n var groupCount = 0;\n\n var textureCount = 0;\n var currentGroup = groups[0];\n\n var blendMode = -1;// premultiplyBlendMode[elements[0]._texture.baseTexture.premultiplyAlpha ? 0 : ][elements[0].blendMode];\n\n currentGroup.textureCount = 0;\n currentGroup.start = 0;\n currentGroup.blend = blendMode;\n\n var TICK = ++BaseTexture._globalBatch;\n\n var i;\n\n for (i = 0; i < this.currentIndex; ++i)\n {\n // upload the sprite elements...\n // they have all ready been calculated so we just need to push them into the buffer.\n\n var sprite = elements[i];\n\n elements[i] = null;\n\n nextTexture = sprite._texture.baseTexture;\n\n var spriteBlendMode = premultiplyBlendMode[nextTexture.premultiplyAlpha ? 1 : 0][sprite.blendMode];\n\n if (blendMode !== spriteBlendMode)\n {\n blendMode = spriteBlendMode;\n\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n\n if (currentTexture !== nextTexture)\n {\n currentTexture = nextTexture;\n\n if (nextTexture._batchEnabled !== TICK)\n {\n if (textureCount === MAX_TEXTURES)\n {\n TICK++;\n\n textureCount = 0;\n\n currentGroup.size = indexCount - currentGroup.start;\n\n currentGroup = groups[groupCount++];\n currentGroup.textureCount = 0;\n currentGroup.blend = blendMode;\n currentGroup.start = indexCount;\n }\n\n nextTexture.touched = touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._id = textureCount;\n\n currentGroup.textures[currentGroup.textureCount++] = nextTexture;\n textureCount++;\n }\n }\n\n this.packGeometry(sprite, float32View, uint32View, indexBuffer, index, indexCount);// argb, nextTexture._id, float32View, uint32View, indexBuffer, index, indexCount);\n\n // push a graphics..\n index += (sprite.vertexData.length / 2) * this.vertSize;\n indexCount += sprite.indices.length;\n }\n\n BaseTexture._globalBatch = TICK;\n\n currentGroup.size = indexCount - currentGroup.start;\n\n // this.indexBuffer.update();\n\n if (!settings.CAN_UPLOAD_SAME_BUFFER)\n {\n // this is still needed for IOS performance..\n // it really does not like uploading to the same buffer in a single frame!\n if (this.vaoMax <= this.vertexCount)\n {\n this.vaoMax++;\n /* eslint-disable max-len */\n this.vaos[this.vertexCount] = new BatchGeometry();\n }\n\n this.vaos[this.vertexCount]._buffer.update(buffer.vertices, 0);\n this.vaos[this.vertexCount]._indexBuffer.update(indexBuffer, 0);\n\n // this.vertexBuffers[this.vertexCount].update(buffer.vertices, 0);\n this.renderer.geometry.bind(this.vaos[this.vertexCount]);\n\n this.renderer.geometry.updateBuffers();\n\n this.vertexCount++;\n }\n else\n {\n // lets use the faster option, always use buffer number 0\n this.vaos[this.vertexCount]._buffer.update(buffer.vertices, 0);\n this.vaos[this.vertexCount]._indexBuffer.update(indexBuffer, 0);\n\n // if (true)// this.spriteOnly)\n // {\n // this.vaos[this.vertexCount].indexBuffer = this.defualtSpriteIndexBuffer;\n // this.vaos[this.vertexCount].buffers[1] = this.defualtSpriteIndexBuffer;\n // }\n\n this.renderer.geometry.updateBuffers();\n }\n\n // this.renderer.state.set(this.state);\n\n var textureSystem = this.renderer.texture;\n var stateSystem = this.renderer.state;\n // e.log(groupCount);\n // / render the groups..\n\n for (i = 0; i < groupCount; i++)\n {\n var group = groups[i];\n var groupTextureCount = group.textureCount;\n\n for (var j = 0; j < groupTextureCount; j++)\n {\n textureSystem.bind(group.textures[j], j);\n group.textures[j] = null;\n }\n\n // this.state.blendMode = group.blend;\n // this.state.blend = true;\n\n // this.renderer.state.setState(this.state);\n // set the blend mode..\n stateSystem.setBlendMode(group.blend);\n\n gl.drawElements(group.type, group.size, gl.UNSIGNED_SHORT, group.start * 2);\n }\n\n // reset elements for the next flush\n this.currentIndex = 0;\n this.currentSize = 0;\n this.currentIndexSize = 0;\n };\n\n BatchRenderer.prototype.packGeometry = function packGeometry (element, float32View, uint32View, indexBuffer, index, indexCount)\n {\n var p = index / this.vertSize;// float32View.length / 6 / 2;\n var uvs = element.uvs;\n var indicies = element.indices;// geometry.getIndex().data;// indicies;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._id;\n\n var alpha = Math.min(element.worldAlpha, 1.0);\n\n var argb = alpha < 1.0 && element._texture.baseTexture.premultiplyAlpha ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2)\n {\n float32View[index++] = vertexData[i];\n float32View[index++] = vertexData[i + 1];\n float32View[index++] = uvs[i];\n float32View[index++] = uvs[i + 1];\n uint32View[index++] = argb;\n float32View[index++] = textureId;\n }\n\n for (var i$1 = 0; i$1 < indicies.length; i$1++)\n {\n indexBuffer[indexCount++] = p + indicies[i$1];\n }\n };\n /*\n renderQuad(vertexData, uvs, argb, textureId, float32View, uint32View, indexBuffer, index, indexCount)\n {\n const p = index / 6;\n\n float32View[index++] = vertexData[0];\n float32View[index++] = vertexData[1];\n float32View[index++] = uvs.x0;\n float32View[index++] = uvs.y0;\n uint32View[index++] = argb;\n float32View[index++] = textureId;\n\n float32View[index++] = vertexData[2];\n float32View[index++] = vertexData[3];\n float32View[index++] = uvs.x1;\n float32View[index++] = uvs.y1;\n uint32View[index++] = argb;\n float32View[index++] = textureId;\n\n float32View[index++] = vertexData[4];\n float32View[index++] = vertexData[5];\n float32View[index++] = uvs.x2;\n float32View[index++] = uvs.y2;\n uint32View[index++] = argb;\n float32View[index++] = textureId;\n\n float32View[index++] = vertexData[6];\n float32View[index++] = vertexData[7];\n float32View[index++] = uvs.x3;\n float32View[index++] = uvs.y3;\n uint32View[index++] = argb;\n float32View[index++] = textureId;\n\n indexBuffer[indexCount++] = p + 0;\n indexBuffer[indexCount++] = p + 1;\n indexBuffer[indexCount++] = p + 2;\n indexBuffer[indexCount++] = p + 0;\n indexBuffer[indexCount++] = p + 2;\n indexBuffer[indexCount++] = p + 3;\n }\n*/\n /**\n * Starts a new sprite batch.\n */\n BatchRenderer.prototype.start = function start ()\n {\n this.renderer.state.setState(this.state);\n\n this.renderer.shader.bind(this.shader);\n\n if (settings.CAN_UPLOAD_SAME_BUFFER)\n {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this.vaos[this.vertexCount]);\n }\n };\n\n /**\n * Stops and flushes the current batch.\n *\n */\n BatchRenderer.prototype.stop = function stop ()\n {\n this.flush();\n };\n\n /**\n * Destroys the SpriteRenderer.\n *\n */\n BatchRenderer.prototype.destroy = function destroy ()\n {\n for (var i = 0; i < this.vaoMax; i++)\n {\n // if (this.vertexBuffers[i])\n // {\n // this.vertexBuffers[i].destroy();\n // }\n if (this.vaos[i])\n {\n this.vaos[i].destroy();\n }\n }\n\n if (this.indexBuffer)\n {\n this.indexBuffer.destroy();\n }\n\n this.renderer.off('prerender', this.onPrerender, this);\n\n if (this.shader)\n {\n this.shader.destroy();\n this.shader = null;\n }\n\n // this.vertexBuffers = null;\n this.vaos = null;\n this.indexBuffer = null;\n this.indices = null;\n this.sprites = null;\n\n // for (let i = 0; i < this.buffers.length; ++i)\n // {\n // this.buffers[i].destroy();\n // }\n\n ObjectRenderer.prototype.destroy.call(this);\n };\n\n return BatchRenderer;\n}(ObjectRenderer));\n\nexport { AbstractRenderer, Attribute, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchRenderer, Buffer, CubeTexture, Filter, Framebuffer, GLProgram, BaseTexture as GLTexture, Geometry, ObjectRenderer, Program, Quad, QuadUv, RenderTexture, Renderer, Shader, SpriteMaskFilter, State, System, Texture, TextureMatrix, TextureUvs, UniformGroup, autoDetectRenderer, checkMaxIfStatementsInShader, defaultFilter as defaultFilterVertex, _default as defaultVertex, generateMultiTextureShader, index as resources, systems };\n//# sourceMappingURL=core.es.js.map\n","/*!\n * @pixi/extract - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/extract is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { RenderTexture } from '@pixi/core';\nimport { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\n\nvar TEMP_RECT = new Rectangle();\nvar BYTES_PER_PIXEL = 4;\n\n/**\n * The extract manager provides functionality to export content from the renderers.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.extract`\n *\n * @class\n * @memberof PIXI.extract\n */\nvar Extract = function Extract(renderer)\n{\n this.renderer = renderer;\n /**\n * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture\n *\n * @member {PIXI.extract.Extract} extract\n * @memberof PIXI.Renderer#\n * @see PIXI.extract.Extract\n */\n renderer.extract = this;\n};\n\n/**\n * Will return a HTML Image of the target\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {HTMLImageElement} HTML Image of the target\n */\nExtract.prototype.image = function image (target, format, quality)\n{\n var image = new Image();\n\n image.src = this.base64(target, format, quality);\n\n return image;\n};\n\n/**\n * Will return a a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {string} A base64 encoded string of the texture.\n */\nExtract.prototype.base64 = function base64 (target, format, quality)\n{\n return this.canvas(target).toDataURL(format, quality);\n};\n\n/**\n * Creates a Canvas element, renders this target to it and then returns it.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.\n */\nExtract.prototype.canvas = function canvas (target)\n{\n var renderer = this.renderer;\n var resolution;\n var frame;\n var flipY = false;\n var renderTexture;\n var generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = this.renderer.resolution;\n\n flipY = true;\n\n frame = TEMP_RECT;\n frame.width = this.renderer.width;\n frame.height = this.renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n var width = frame.width * resolution;\n var height = frame.height * resolution;\n\n var canvasBuffer = new CanvasRenderTarget(width, height, 1);\n\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n var gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n // add the pixels to the canvas\n var canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n\n canvasData.data.set(webglPixels);\n\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n\n // pulling pixels\n if (flipY)\n {\n canvasBuffer.context.scale(1, -1);\n canvasBuffer.context.drawImage(canvasBuffer.canvas, 0, -height);\n }\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n // send the canvas back..\n return canvasBuffer.canvas;\n};\n\n/**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture\n */\nExtract.prototype.pixels = function pixels (target)\n{\n var renderer = this.renderer;\n var resolution;\n var frame;\n var renderTexture;\n var generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n\n // bind the buffer\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = renderer.resolution;\n\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n var width = frame.width * resolution;\n var height = frame.height * resolution;\n\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n var gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n return webglPixels;\n};\n\n/**\n * Destroys the extract\n *\n */\nExtract.prototype.destroy = function destroy ()\n{\n this.renderer.extract = null;\n this.renderer = null;\n};\n\n/**\n * This namespace provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @namespace PIXI.extract\n */\n\nexport { Extract };\n//# sourceMappingURL=extract.es.js.map\n","/*!\n * @pixi/interaction - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/interaction is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Point } from '@pixi/math';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject } from '@pixi/display';\nimport { EventEmitter } from '@pixi/utils';\n\n/**\n * Holds all information related to an Interaction event\n *\n * @class\n * @memberof PIXI.interaction\n */\nvar InteractionData = function InteractionData()\n{\n /**\n * This point stores the global coords of where the touch/mouse event happened\n *\n * @member {PIXI.Point}\n */\n this.global = new Point();\n\n /**\n * The target Sprite that was interacted with\n *\n * @member {PIXI.Sprite}\n */\n this.target = null;\n\n /**\n * When passed to an event handler, this will be the original DOM Event that was captured\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent\n * @member {MouseEvent|TouchEvent|PointerEvent}\n */\n this.originalEvent = null;\n\n /**\n * Unique identifier for this interaction\n *\n * @member {number}\n */\n this.identifier = null;\n\n /**\n * Indicates whether or not the pointer device that created the event is the primary pointer.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary\n * @type {Boolean}\n */\n this.isPrimary = false;\n\n /**\n * Indicates which button was pressed on the mouse or pointer device to trigger the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button\n * @type {number}\n */\n this.button = 0;\n\n /**\n * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\n * @type {number}\n */\n this.buttons = 0;\n\n /**\n * The width of the pointer's contact along the x-axis, measured in CSS pixels.\n * radiusX of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width\n * @type {number}\n */\n this.width = 0;\n\n /**\n * The height of the pointer's contact along the y-axis, measured in CSS pixels.\n * radiusY of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height\n * @type {number}\n */\n this.height = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX\n * @type {number}\n */\n this.tiltX = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY\n * @type {number}\n */\n this.tiltY = 0;\n\n /**\n * The type of pointer that triggered the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType\n * @type {string}\n */\n this.pointerType = null;\n\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n * @type {number}\n */\n this.pressure = 0;\n\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n * @type {number}\n */\n this.rotationAngle = 0;\n\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.twist = 0;\n\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.tangentialPressure = 0;\n};\n\nvar prototypeAccessors = { pointerId: { configurable: true } };\n\n/**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @member {number}\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\nprototypeAccessors.pointerId.get = function ()\n{\n return this.identifier;\n};\n\n/**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n *\n * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local\n * coords off\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\nInteractionData.prototype.getLocalPosition = function getLocalPosition (displayObject, point, globalPos)\n{\n return displayObject.worldTransform.applyInverse(globalPos || this.global, point);\n};\n\n/**\n * Copies properties from normalized event data.\n *\n * @param {Touch|MouseEvent|PointerEvent} event The normalized event data\n */\nInteractionData.prototype.copyEvent = function copyEvent (event)\n{\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if (event.isPrimary)\n {\n this.isPrimary = true;\n }\n this.button = event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n this.buttons = Number.isInteger(event.buttons) ? event.buttons : event.which;\n this.width = event.width;\n this.height = event.height;\n this.tiltX = event.tiltX;\n this.tiltY = event.tiltY;\n this.pointerType = event.pointerType;\n this.pressure = event.pressure;\n this.rotationAngle = event.rotationAngle;\n this.twist = event.twist || 0;\n this.tangentialPressure = event.tangentialPressure || 0;\n};\n\n/**\n * Resets the data for pooling.\n */\nInteractionData.prototype.reset = function reset ()\n{\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n};\n\nObject.defineProperties( InteractionData.prototype, prototypeAccessors );\n\n/**\n * Event class that mimics native DOM events.\n *\n * @class\n * @memberof PIXI.interaction\n */\nvar InteractionEvent = function InteractionEvent()\n{\n /**\n * Whether this event will continue propagating in the tree\n *\n * @member {boolean}\n */\n this.stopped = false;\n\n /**\n * The object which caused this event to be dispatched.\n * For listener callback see {@link PIXI.interaction.InteractionEvent.currentTarget}.\n *\n * @member {PIXI.DisplayObject}\n */\n this.target = null;\n\n /**\n * The object whose event listener’s callback is currently being invoked.\n *\n * @member {PIXI.DisplayObject}\n */\n this.currentTarget = null;\n\n /**\n * Type of the event\n *\n * @member {string}\n */\n this.type = null;\n\n /**\n * InteractionData related to this event\n *\n * @member {PIXI.interaction.InteractionData}\n */\n this.data = null;\n};\n\n/**\n * Prevents event from reaching any objects other than the current object.\n *\n */\nInteractionEvent.prototype.stopPropagation = function stopPropagation ()\n{\n this.stopped = true;\n};\n\n/**\n * Resets the event.\n */\nInteractionEvent.prototype.reset = function reset ()\n{\n this.stopped = false;\n this.currentTarget = null;\n this.target = null;\n};\n\n/**\n * DisplayObjects with the {@link PIXI.interaction.interactiveTarget} mixin use this class to track interactions\n *\n * @class\n * @private\n * @memberof PIXI.interaction\n */\nvar InteractionTrackingData = function InteractionTrackingData(pointerId)\n{\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n};\n\nvar prototypeAccessors$1 = { pointerId: { configurable: true },flags: { configurable: true },none: { configurable: true },over: { configurable: true },rightDown: { configurable: true },leftDown: { configurable: true } };\n\n/**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\nInteractionTrackingData.prototype._doSet = function _doSet (flag, yn)\n{\n if (yn)\n {\n this._flags = this._flags | flag;\n }\n else\n {\n this._flags = this._flags & (~flag);\n }\n};\n\n/**\n * Unique pointer id of the event\n *\n * @readonly\n * @private\n * @member {number}\n */\nprototypeAccessors$1.pointerId.get = function ()\n{\n return this._pointerId;\n};\n\n/**\n * State of the tracking data, expressed as bit flags\n *\n * @private\n * @member {number}\n */\nprototypeAccessors$1.flags.get = function ()\n{\n return this._flags;\n};\n\nprototypeAccessors$1.flags.set = function (flags) // eslint-disable-line require-jsdoc\n{\n this._flags = flags;\n};\n\n/**\n * Is the tracked event inactive (not over or down)?\n *\n * @private\n * @member {number}\n */\nprototypeAccessors$1.none.get = function ()\n{\n return this._flags === this.constructor.FLAGS.NONE;\n};\n\n/**\n * Is the tracked event over the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\nprototypeAccessors$1.over.get = function ()\n{\n return (this._flags & this.constructor.FLAGS.OVER) !== 0;\n};\n\nprototypeAccessors$1.over.set = function (yn) // eslint-disable-line require-jsdoc\n{\n this._doSet(this.constructor.FLAGS.OVER, yn);\n};\n\n/**\n * Did the right mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\nprototypeAccessors$1.rightDown.get = function ()\n{\n return (this._flags & this.constructor.FLAGS.RIGHT_DOWN) !== 0;\n};\n\nprototypeAccessors$1.rightDown.set = function (yn) // eslint-disable-line require-jsdoc\n{\n this._doSet(this.constructor.FLAGS.RIGHT_DOWN, yn);\n};\n\n/**\n * Did the left mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\nprototypeAccessors$1.leftDown.get = function ()\n{\n return (this._flags & this.constructor.FLAGS.LEFT_DOWN) !== 0;\n};\n\nprototypeAccessors$1.leftDown.set = function (yn) // eslint-disable-line require-jsdoc\n{\n this._doSet(this.constructor.FLAGS.LEFT_DOWN, yn);\n};\n\nObject.defineProperties( InteractionTrackingData.prototype, prototypeAccessors$1 );\n\nInteractionTrackingData.FLAGS = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n});\n\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.interaction.InteractionManager} to automatically give all DisplayObjects these properties\n *\n * @private\n * @name interactiveTarget\n * @type {Object}\n * @memberof PIXI.interaction\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interaction.interactiveTarget\n * );\n */\nvar interactiveTarget = {\n\n /**\n * Enable interaction events for the DisplayObject. Touch, pointer and mouse\n * events will not be emitted unless `interactive` is set to `true`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.on('tap', (event) => {\n * //handle event\n * });\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n interactive: false,\n\n /**\n * Determines if the children to the displayObject can be clicked/touched\n * Setting this to false allows PixiJS to bypass a recursive `hitTest` function\n *\n * @member {boolean}\n * @memberof PIXI.Container#\n */\n interactiveChildren: true,\n\n /**\n * Interaction shape. Children will be hit first, then this shape will be checked.\n * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100);\n * @member {PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.RoundedRectangle}\n * @memberof PIXI.DisplayObject#\n */\n hitArea: null,\n\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode()\n {\n return this.cursor === 'pointer';\n },\n set buttonMode(value)\n {\n if (value)\n {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer')\n {\n this.cursor = null;\n }\n },\n\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n\n /**\n * Internal set of all active pointers, by identifier\n *\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers()\n {\n if (this._trackedPointers === undefined) { this._trackedPointers = {}; }\n\n return this._trackedPointers;\n },\n\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n *\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n\n// Mix interactiveTarget into DisplayObject.prototype,\n// after deprecation has been handled\nDisplayObject.mixin(interactiveTarget);\n\nvar MOUSE_POINTER_ID = 1;\n\n// helpers for hitTest() - only used inside hitTest()\nvar hitTestEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI.interaction\n */\nvar InteractionManager = /*@__PURE__*/(function (EventEmitter) {\n function InteractionManager(renderer, options)\n {\n EventEmitter.call(this);\n\n options = options || {};\n\n /**\n * The renderer this interaction manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * Should default browser actions automatically be prevented.\n * Does not apply to pointer events for backwards compatibility\n * preventDefault on pointer events stops mouse events from firing\n * Thus, for every pointer event, there will always be either a mouse of touch event alongside it.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n\n /**\n * Frequency in milliseconds that the mousemove, mouseover & mouseout interaction events will be checked.\n *\n * @member {number}\n * @default 10\n */\n this.interactionFrequency = options.interactionFrequency || 10;\n\n /**\n * The mouse data\n *\n * @member {PIXI.interaction.InteractionData}\n */\n this.mouse = new InteractionData();\n this.mouse.identifier = MOUSE_POINTER_ID;\n\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n this.mouse.global.set(-999999);\n\n /**\n * Actively tracked InteractionData\n *\n * @private\n * @member {Object.}\n */\n this.activeInteractionData = {};\n this.activeInteractionData[MOUSE_POINTER_ID] = this.mouse;\n\n /**\n * Pool of unused InteractionData\n *\n * @private\n * @member {PIXI.interaction.InteractionData[]}\n */\n this.interactionDataPool = [];\n\n /**\n * An event data object to handle all the event tracking/dispatching\n *\n * @member {object}\n */\n this.eventData = new InteractionEvent();\n\n /**\n * The DOM element to bind to.\n *\n * @protected\n * @member {HTMLElement}\n */\n this.interactionDOMElement = null;\n\n /**\n * This property determines if mousemove and touchmove events are fired only when the cursor\n * is over the object.\n * Setting to true will make things work more in line with how the DOM version works.\n * Setting to false can make things easier for things like dragging\n * It is currently set to false as this is how PixiJS used to work. This will be set to true in\n * future versions of pixi.\n *\n * @member {boolean}\n * @default false\n */\n this.moveWhenInside = false;\n\n /**\n * Have events been attached to the dom element?\n *\n * @protected\n * @member {boolean}\n */\n this.eventsAdded = false;\n\n /**\n * Is the mouse hovering over the renderer?\n *\n * @protected\n * @member {boolean}\n */\n this.mouseOverRenderer = false;\n\n /**\n * Does the device support touch events\n * https://www.w3.org/TR/touch-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsTouchEvents = 'ontouchstart' in window;\n\n /**\n * Does the device support pointer events\n * https://www.w3.org/Submission/pointer-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsPointerEvents = !!window.PointerEvent;\n\n // this will make it so that you don't have to call bind all the time\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerUp = this.onPointerUp.bind(this);\n this.processPointerUp = this.processPointerUp.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerCancel = this.onPointerCancel.bind(this);\n this.processPointerCancel = this.processPointerCancel.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerDown = this.onPointerDown.bind(this);\n this.processPointerDown = this.processPointerDown.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerMove = this.onPointerMove.bind(this);\n this.processPointerMove = this.processPointerMove.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOut = this.onPointerOut.bind(this);\n this.processPointerOverOut = this.processPointerOverOut.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOver = this.onPointerOver.bind(this);\n\n /**\n * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor\n * values, objects are handled as dictionaries of CSS values for interactionDOMElement,\n * and functions are called instead of changing the CSS.\n * Default CSS cursor values are provided for 'default' and 'pointer' modes.\n * @member {Object.}\n */\n this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n\n /**\n * The mode of the cursor that is being used.\n * The value of this is a key from the cursorStyles dictionary.\n *\n * @member {string}\n */\n this.currentCursorMode = null;\n\n /**\n * Internal cached let.\n *\n * @private\n * @member {string}\n */\n this.cursor = null;\n\n /**\n * Internal cached let.\n *\n * @private\n * @member {PIXI.Point}\n */\n this._tempPoint = new Point();\n\n /**\n * The current resolution / device pixel ratio.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = 1;\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n *\n * @event PIXI.interaction.InteractionManager#mousedown\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n *\n * @event PIXI.interaction.InteractionManager#rightdown\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n *\n * @event PIXI.interaction.InteractionManager#mouseup\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n *\n * @event PIXI.interaction.InteractionManager#rightup\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n *\n * @event PIXI.interaction.InteractionManager#click\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n *\n * @event PIXI.interaction.InteractionManager#rightclick\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown}.\n *\n * @event PIXI.interaction.InteractionManager#mouseupoutside\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.interaction.InteractionManager#event:rightdown}.\n *\n * @event PIXI.interaction.InteractionManager#rightupoutside\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n *\n * @event PIXI.interaction.InteractionManager#mousemove\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n *\n * @event PIXI.interaction.InteractionManager#mouseover\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n *\n * @event PIXI.interaction.InteractionManager#mouseout\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n *\n * @event PIXI.interaction.InteractionManager#pointerdown\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.interaction.InteractionManager#event:mouseup} instead.\n *\n * @event PIXI.interaction.InteractionManager#pointerup\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event\n *\n * @event PIXI.interaction.InteractionManager#pointercancel\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n *\n * @event PIXI.interaction.InteractionManager#pointertap\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.interaction.InteractionManager#event:pointerdown}.\n *\n * @event PIXI.interaction.InteractionManager#pointerupoutside\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object\n *\n * @event PIXI.interaction.InteractionManager#pointermove\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object\n *\n * @event PIXI.interaction.InteractionManager#pointerover\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object\n *\n * @event PIXI.interaction.InteractionManager#pointerout\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n *\n * @event PIXI.interaction.InteractionManager#touchstart\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n *\n * @event PIXI.interaction.InteractionManager#touchend\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch\n *\n * @event PIXI.interaction.InteractionManager#touchcancel\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n *\n * @event PIXI.interaction.InteractionManager#tap\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.interaction.InteractionManager#event:touchstart}.\n *\n * @event PIXI.interaction.InteractionManager#touchendoutside\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n *\n * @event PIXI.interaction.InteractionManager#touchmove\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#click\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.interaction.InteractionEvent} event - Interaction event\n */\n\n this.setTargetElement(this.renderer.view, this.renderer.resolution);\n }\n\n if ( EventEmitter ) InteractionManager.__proto__ = EventEmitter;\n InteractionManager.prototype = Object.create( EventEmitter && EventEmitter.prototype );\n InteractionManager.prototype.constructor = InteractionManager;\n\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n *\n * @param {PIXI.Point} globalPoint - A point to hit test with, in global space.\n * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @return {PIXI.DisplayObject} The hit display object, if any.\n */\n InteractionManager.prototype.hitTest = function hitTest (globalPoint, root)\n {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root)\n {\n root = this.renderer._lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n\n return hitTestEvent.target;\n };\n\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n *\n * @param {HTMLCanvasElement} element - the DOM element which will receive mouse and touch events.\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n InteractionManager.prototype.setTargetElement = function setTargetElement (element, resolution)\n {\n if ( resolution === void 0 ) resolution = 1;\n\n this.removeEvents();\n\n this.interactionDOMElement = element;\n\n this.resolution = resolution;\n\n this.addEvents();\n };\n\n /**\n * Registers all the DOM events\n *\n * @private\n */\n InteractionManager.prototype.addEvents = function addEvents ()\n {\n if (!this.interactionDOMElement)\n {\n return;\n }\n\n Ticker.system.add(this.update, this, UPDATE_PRIORITY.INTERACTION);\n\n if (window.navigator.msPointerEnabled)\n {\n this.interactionDOMElement.style['-ms-content-zooming'] = 'none';\n this.interactionDOMElement.style['-ms-touch-action'] = 'none';\n }\n else if (this.supportsPointerEvents)\n {\n this.interactionDOMElement.style['touch-action'] = 'none';\n }\n\n /**\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents)\n {\n window.document.addEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true);\n window.addEventListener('pointercancel', this.onPointerCancel, true);\n window.addEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.addEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true);\n window.addEventListener('mouseup', this.onPointerUp, true);\n }\n\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.eventsAdded = true;\n };\n\n /**\n * Removes all the DOM events that were previously registered\n *\n * @private\n */\n InteractionManager.prototype.removeEvents = function removeEvents ()\n {\n if (!this.interactionDOMElement)\n {\n return;\n }\n\n Ticker.system.remove(this.update, this);\n\n if (window.navigator.msPointerEnabled)\n {\n this.interactionDOMElement.style['-ms-content-zooming'] = '';\n this.interactionDOMElement.style['-ms-touch-action'] = '';\n }\n else if (this.supportsPointerEvents)\n {\n this.interactionDOMElement.style['touch-action'] = '';\n }\n\n if (this.supportsPointerEvents)\n {\n window.document.removeEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true);\n window.removeEventListener('pointercancel', this.onPointerCancel, true);\n window.removeEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.removeEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true);\n window.removeEventListener('mouseup', this.onPointerUp, true);\n }\n\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.interactionDOMElement = null;\n\n this.eventsAdded = false;\n };\n\n /**\n * Updates the state of interactive objects.\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n *\n * @param {number} deltaTime - time delta since last tick\n */\n InteractionManager.prototype.update = function update (deltaTime)\n {\n this._deltaTime += deltaTime;\n\n if (this._deltaTime < this.interactionFrequency)\n {\n return;\n }\n\n this._deltaTime = 0;\n\n if (!this.interactionDOMElement)\n {\n return;\n }\n\n // if the user move the mouse this check has already been done using the mouse move!\n if (this.didMove)\n {\n this.didMove = false;\n\n return;\n }\n\n this.cursor = null;\n\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (var k in this.activeInteractionData)\n {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k))\n {\n var interactionData = this.activeInteractionData[k];\n\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch')\n {\n var interactionEvent = this.configureInteractionEventForDOMEvent(\n this.eventData,\n interactionData.originalEvent,\n interactionData\n );\n\n this.processInteractive(\n interactionEvent,\n this.renderer._lastObjectRendered,\n this.processPointerOverOut,\n true\n );\n }\n }\n }\n\n this.setCursorMode(this.cursor);\n\n // TODO\n };\n\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n *\n * @param {string} mode - cursor mode, a key from the cursorStyles dictionary\n */\n InteractionManager.prototype.setCursorMode = function setCursorMode (mode)\n {\n mode = mode || 'default';\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode)\n {\n return;\n }\n this.currentCursorMode = mode;\n var style = this.cursorStyles[mode];\n\n // only do things if there is a cursor style for it\n if (style)\n {\n switch (typeof style)\n {\n case 'string':\n // string styles are handled as cursor CSS\n this.interactionDOMElement.style.cursor = style;\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n Object.assign(this.interactionDOMElement.style, style);\n break;\n }\n }\n else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode))\n {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n };\n\n /**\n * Dispatches an event on the display object that was interacted with\n *\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question\n * @param {string} eventString - the name of the event (e.g, mousedown)\n * @param {object} eventData - the event data object\n * @private\n */\n InteractionManager.prototype.dispatchEvent = function dispatchEvent (displayObject, eventString, eventData)\n {\n if (!eventData.stopped)\n {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n\n displayObject.emit(eventString, eventData);\n\n if (displayObject[eventString])\n {\n displayObject[eventString](eventData);\n }\n }\n };\n\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n *\n * @param {PIXI.Point} point - the point that the result will be stored in\n * @param {number} x - the x coord of the position to map\n * @param {number} y - the y coord of the position to map\n */\n InteractionManager.prototype.mapPositionToPoint = function mapPositionToPoint (point, x, y)\n {\n var rect;\n\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement)\n {\n rect = { x: 0, y: 0, width: 0, height: 0 };\n }\n else\n {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n\n var resolutionMultiplier = 1.0 / this.resolution;\n\n point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier;\n };\n\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n *\n * @protected\n * @param {PIXI.interaction.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point\n * @param {boolean} [interactive] - Whether the displayObject is interactive\n * @return {boolean} returns true if the displayObject hit the point\n */\n InteractionManager.prototype.processInteractive = function processInteractive (interactionEvent, displayObject, func, hitTest, interactive)\n {\n if (!displayObject || !displayObject.visible)\n {\n return false;\n }\n\n var point = interactionEvent.data.global;\n\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n\n interactive = displayObject.interactive || interactive;\n\n var hit = false;\n var interactiveParent = interactive;\n\n // Flag here can set to false if the event is outside the parents hitArea or mask\n var hitTestChildren = true;\n\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea)\n {\n if (hitTest)\n {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y))\n {\n hitTest = false;\n hitTestChildren = false;\n }\n else\n {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask)\n {\n if (hitTest)\n {\n if (!(displayObject._mask.containsPoint && displayObject._mask.containsPoint(point)))\n {\n hitTest = false;\n }\n }\n }\n\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && displayObject.children)\n {\n var children = displayObject.children;\n\n for (var i = children.length - 1; i >= 0; i--)\n {\n var child = children[i];\n\n // time to get recursive.. if this function will return if something is hit..\n var childHit = this.processInteractive(interactionEvent, child, func, hitTest, interactiveParent);\n\n if (childHit)\n {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent)\n {\n continue;\n }\n\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n\n if (childHit)\n {\n if (interactionEvent.target)\n {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive)\n {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target)\n {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && displayObject.containsPoint)\n {\n if (displayObject.containsPoint(point))\n {\n hit = true;\n }\n }\n }\n\n if (displayObject.interactive)\n {\n if (hit && !interactionEvent.target)\n {\n interactionEvent.target = displayObject;\n }\n\n if (func)\n {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n\n return hit;\n };\n\n /**\n * Is called when the pointer button is pressed down on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down\n */\n InteractionManager.prototype.onPointerDown = function onPointerDown (originalEvent)\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') { return; }\n\n var events = this.normalizeToPointerData(originalEvent);\n\n /**\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n\n if (this.autoPreventDefault && events[0].isNormalized)\n {\n var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n\n if (cancelable)\n {\n originalEvent.preventDefault();\n }\n }\n\n var eventLen = events.length;\n\n for (var i = 0; i < eventLen; i++)\n {\n var event = events[i];\n\n var interactionData = this.getInteractionDataForPointerId(event);\n\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerDown, true);\n\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch')\n {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n var isRightButton = event.button === 2;\n\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n };\n\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerDown = function processPointerDown (interactionEvent, displayObject, hit)\n {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n\n if (hit)\n {\n if (!displayObject.trackedPointers[id])\n {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen')\n {\n var isRightButton = data.button === 2;\n\n if (isRightButton)\n {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else\n {\n displayObject.trackedPointers[id].leftDown = true;\n }\n\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n };\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released\n * @param {boolean} cancelled - true if the pointer is cancelled\n * @param {Function} func - Function passed to {@link processInteractive}\n */\n InteractionManager.prototype.onPointerComplete = function onPointerComplete (originalEvent, cancelled, func)\n {\n var events = this.normalizeToPointerData(originalEvent);\n\n var eventLen = events.length;\n\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n var eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : '';\n\n for (var i = 0; i < eventLen; i++)\n {\n var event = events[i];\n\n var interactionData = this.getInteractionDataForPointerId(event);\n\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, func, cancelled || !eventAppend);\n\n this.emit(cancelled ? 'pointercancel' : (\"pointerup\" + eventAppend), interactionEvent);\n\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n var isRightButton = event.button === 2;\n\n this.emit(isRightButton ? (\"rightup\" + eventAppend) : (\"mouseup\" + eventAppend), interactionEvent);\n }\n else if (event.pointerType === 'touch')\n {\n this.emit(cancelled ? 'touchcancel' : (\"touchend\" + eventAppend), interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId, interactionData);\n }\n }\n };\n\n /**\n * Is called when the pointer button is cancelled\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerCancel = function onPointerCancel (event)\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch') { return; }\n\n this.onPointerComplete(event, true, this.processPointerCancel);\n };\n\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n */\n InteractionManager.prototype.processPointerCancel = function processPointerCancel (interactionEvent, displayObject)\n {\n var data = interactionEvent.data;\n\n var id = interactionEvent.data.identifier;\n\n if (displayObject.trackedPointers[id] !== undefined)\n {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n };\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerUp = function onPointerUp (event)\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch') { return; }\n\n this.onPointerComplete(event, false, this.processPointerUp);\n };\n\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerUp = function processPointerUp (interactionEvent, displayObject, hit)\n {\n var data = interactionEvent.data;\n\n var id = interactionEvent.data.identifier;\n\n var trackingData = displayObject.trackedPointers[id];\n\n var isTouch = data.pointerType === 'touch';\n\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n var isMouseTap = false;\n\n // Mouse only\n if (isMouse)\n {\n var isRightButton = data.button === 2;\n\n var flags = InteractionTrackingData.FLAGS;\n\n var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n\n var isDown = trackingData !== undefined && (trackingData.flags & test);\n\n if (hit)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n\n if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData)\n {\n if (isRightButton)\n {\n trackingData.rightDown = false;\n }\n else\n {\n trackingData.leftDown = false;\n }\n }\n }\n\n // Pointers and Touches, and Mouse\n if (hit)\n {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch) { this.dispatchEvent(displayObject, 'touchend', interactionEvent); }\n\n if (trackingData)\n {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap)\n {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch)\n {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData)\n {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch) { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); }\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n };\n\n /**\n * Is called when the pointer moves across the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer moving\n */\n InteractionManager.prototype.onPointerMove = function onPointerMove (originalEvent)\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') { return; }\n\n var events = this.normalizeToPointerData(originalEvent);\n\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen')\n {\n this.didMove = true;\n\n this.cursor = null;\n }\n\n var eventLen = events.length;\n\n for (var i = 0; i < eventLen; i++)\n {\n var event = events[i];\n\n var interactionData = this.getInteractionDataForPointerId(event);\n\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n var interactive = event.pointerType === 'touch' ? this.moveWhenInside : true;\n\n this.processInteractive(\n interactionEvent,\n this.renderer._lastObjectRendered,\n this.processPointerMove,\n interactive\n );\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch') { this.emit('touchmove', interactionEvent); }\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') { this.emit('mousemove', interactionEvent); }\n }\n\n if (events[0].pointerType === 'mouse')\n {\n this.setCursorMode(this.cursor);\n\n // TODO BUG for parents interactive object (border order issue)\n }\n };\n\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerMove = function processPointerMove (interactionEvent, displayObject, hit)\n {\n var data = interactionEvent.data;\n\n var isTouch = data.pointerType === 'touch';\n\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n if (isMouse)\n {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n\n if (!this.moveWhenInside || hit)\n {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch) { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); }\n if (isMouse) { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); }\n }\n };\n\n /**\n * Is called when the pointer is moved out of the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n InteractionManager.prototype.onPointerOut = function onPointerOut (originalEvent)\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') { return; }\n\n var events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n var event = events[0];\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n\n var interactionData = this.getInteractionDataForPointerId(event);\n\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerOverOut, false);\n\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseout', interactionEvent);\n }\n else\n {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n };\n\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerOverOut = function processPointerOverOut (interactionEvent, displayObject, hit)\n {\n var data = interactionEvent.data;\n\n var id = interactionEvent.data.identifier;\n\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n var trackingData = displayObject.trackedPointers[id];\n\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData)\n {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n\n if (trackingData === undefined) { return; }\n\n if (hit && this.mouseOverRenderer)\n {\n if (!trackingData.over)\n {\n trackingData.over = true;\n this.dispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse)\n {\n this.dispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null)\n {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over)\n {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse)\n {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n }\n };\n\n /**\n * Is called when the pointer is moved into the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view\n */\n InteractionManager.prototype.onPointerOver = function onPointerOver (originalEvent)\n {\n var events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n var event = events[0];\n\n var interactionData = this.getInteractionDataForPointerId(event);\n\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = true;\n }\n\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseover', interactionEvent);\n }\n };\n\n /**\n * Get InteractionData for a given pointerId. Store that data as well\n *\n * @private\n * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData\n * @return {PIXI.interaction.InteractionData} - Interaction data for the given pointer identifier\n */\n InteractionManager.prototype.getInteractionDataForPointerId = function getInteractionDataForPointerId (event)\n {\n var pointerId = event.pointerId;\n\n var interactionData;\n\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse')\n {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId])\n {\n interactionData = this.activeInteractionData[pointerId];\n }\n else\n {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n\n return interactionData;\n };\n\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n *\n * @private\n * @param {number} pointerId - Identifier from a pointer event\n */\n InteractionManager.prototype.releaseInteractionDataForPointerId = function releaseInteractionDataForPointerId (pointerId)\n {\n var interactionData = this.activeInteractionData[pointerId];\n\n if (interactionData)\n {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n };\n\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n *\n * @private\n * @param {PIXI.interaction.InteractionEvent} interactionEvent - The event to be configured\n * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param {PIXI.interaction.InteractionData} interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @return {PIXI.interaction.InteractionEvent} the interaction event that was passed in\n */\n InteractionManager.prototype.configureInteractionEventForDOMEvent = function configureInteractionEventForDOMEvent (interactionEvent, pointerEvent, interactionData)\n {\n interactionEvent.data = interactionData;\n\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch')\n {\n pointerEvent.globalX = interactionData.global.x;\n pointerEvent.globalY = interactionData.global.y;\n }\n\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n\n return interactionEvent;\n };\n\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n *\n * @private\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n InteractionManager.prototype.normalizeToPointerData = function normalizeToPointerData (event)\n {\n var normalizedEvents = [];\n\n if (this.supportsTouchEvents && event instanceof TouchEvent)\n {\n for (var i = 0, li = event.changedTouches.length; i < li; i++)\n {\n var touch = event.changedTouches[i];\n\n if (typeof touch.button === 'undefined') { touch.button = event.touches.length ? 1 : 0; }\n if (typeof touch.buttons === 'undefined') { touch.buttons = event.touches.length ? 1 : 0; }\n if (typeof touch.isPrimary === 'undefined')\n {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined') { touch.width = touch.radiusX || 1; }\n if (typeof touch.height === 'undefined') { touch.height = touch.radiusY || 1; }\n if (typeof touch.tiltX === 'undefined') { touch.tiltX = 0; }\n if (typeof touch.tiltY === 'undefined') { touch.tiltY = 0; }\n if (typeof touch.pointerType === 'undefined') { touch.pointerType = 'touch'; }\n if (typeof touch.pointerId === 'undefined') { touch.pointerId = touch.identifier || 0; }\n if (typeof touch.pressure === 'undefined') { touch.pressure = touch.force || 0.5; }\n if (typeof touch.twist === 'undefined') { touch.twist = 0; }\n if (typeof touch.tangentialPressure === 'undefined') { touch.tangentialPressure = 0; }\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined') { touch.layerX = touch.offsetX = touch.clientX; }\n if (typeof touch.layerY === 'undefined') { touch.layerY = touch.offsetY = touch.clientY; }\n\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent)))\n {\n if (typeof event.isPrimary === 'undefined') { event.isPrimary = true; }\n if (typeof event.width === 'undefined') { event.width = 1; }\n if (typeof event.height === 'undefined') { event.height = 1; }\n if (typeof event.tiltX === 'undefined') { event.tiltX = 0; }\n if (typeof event.tiltY === 'undefined') { event.tiltY = 0; }\n if (typeof event.pointerType === 'undefined') { event.pointerType = 'mouse'; }\n if (typeof event.pointerId === 'undefined') { event.pointerId = MOUSE_POINTER_ID; }\n if (typeof event.pressure === 'undefined') { event.pressure = 0.5; }\n if (typeof event.twist === 'undefined') { event.twist = 0; }\n if (typeof event.tangentialPressure === 'undefined') { event.tangentialPressure = 0; }\n\n // mark the mouse event as normalized, just so that we know we did it\n event.isNormalized = true;\n\n normalizedEvents.push(event);\n }\n else\n {\n normalizedEvents.push(event);\n }\n\n return normalizedEvents;\n };\n\n /**\n * Destroys the interaction manager\n *\n */\n InteractionManager.prototype.destroy = function destroy ()\n {\n this.removeEvents();\n\n this.removeAllListeners();\n\n this.renderer = null;\n\n this.mouse = null;\n\n this.eventData = null;\n\n this.interactionDOMElement = null;\n\n this.onPointerDown = null;\n this.processPointerDown = null;\n\n this.onPointerUp = null;\n this.processPointerUp = null;\n\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n\n this.onPointerMove = null;\n this.processPointerMove = null;\n\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n\n this.onPointerOver = null;\n\n this._tempPoint = null;\n };\n\n return InteractionManager;\n}(EventEmitter));\n\n/**\n * This namespace contains a renderer plugin for handling mouse, pointer, and touch events.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @namespace PIXI.interaction\n */\n\nexport { InteractionData, InteractionEvent, InteractionManager, InteractionTrackingData, interactiveTarget };\n//# sourceMappingURL=interaction.es.js.map\n","/*!\n * @pixi/graphics - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/graphics is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, BaseTexture, BatchDrawCall, BatchGeometry, UniformGroup, Shader, State } from '@pixi/core';\nimport { SHAPES, Point, PI_2, Polygon, Rectangle, RoundedRectangle, Circle, Ellipse, Matrix } from '@pixi/math';\nimport { earcut, premultiplyTint, hex2rgb } from '@pixi/utils';\nimport { Bounds, Container } from '@pixi/display';\nimport { DRAW_MODES, BLEND_MODES } from '@pixi/constants';\n\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} adaptive=false - flag indicating if the resolution should be adaptive\n * @property {number} maxLength=10 - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} minSegments=8 - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} maxSegments=2048 - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nvar GRAPHICS_CURVES = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n _segmentsCount: function _segmentsCount(length, defaultSegments)\n {\n if ( defaultSegments === void 0 ) defaultSegments = 20;\n\n if (!this.adaptive)\n {\n return defaultSegments;\n }\n\n var result = Math.ceil(length / this.maxLength);\n\n if (result < this.minSegments)\n {\n result = this.minSegments;\n }\n else if (result > this.maxSegments)\n {\n result = this.maxSegments;\n }\n\n return result;\n },\n};\n\n/**\n * Fill style object for Graphics.\n *\n * @class\n * @memberof PIXI\n */\nvar FillStyle = function FillStyle()\n{\n this.reset();\n};\n\n/**\n * Clones the object\n *\n * @return {PIXI.FillStyle}\n */\nFillStyle.prototype.clone = function clone ()\n{\n var obj = new FillStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n\n return obj;\n};\n\n/**\n * Reset\n */\nFillStyle.prototype.reset = function reset ()\n{\n /**\n * The hex color value used when coloring the Graphics object.\n *\n * @member {number}\n * @default 1\n */\n this.color = 0xFFFFFF;\n\n /**\n * The alpha value used when filling the Graphics object.\n *\n * @member {number}\n * @default 1\n */\n this.alpha = 1;\n\n /**\n * The texture to be used for the fill.\n *\n * @member {string}\n * @default 0\n */\n this.texture = Texture.WHITE;\n\n /**\n * The transform aplpied to the texture.\n *\n * @member {string}\n * @default 0\n */\n this.matrix = null;\n\n /**\n * If the current fill is visible.\n *\n * @member {boolean}\n * @default false\n */\n this.visible = false;\n};\n\n/**\n * Destroy and don't use after this\n */\nFillStyle.prototype.destroy = function destroy ()\n{\n this.texture = null;\n this.matrix = null;\n};\n\n/**\n * A class to contain data useful for Graphics objects\n *\n * @class\n * @memberof PIXI\n */\nvar GraphicsData = function GraphicsData(shape, fillStyle, lineStyle, matrix)\n{\n if ( fillStyle === void 0 ) fillStyle = null;\n if ( lineStyle === void 0 ) lineStyle = null;\n if ( matrix === void 0 ) matrix = null;\n\n /**\n * The shape object to draw.\n * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle}\n */\n this.shape = shape;\n\n /**\n * The style of the line.\n * @member {PIXI.LineStyle}\n */\n this.lineStyle = lineStyle;\n\n /**\n * The style of the fill.\n * @member {PIXI.FillStyle}\n */\n this.fillStyle = fillStyle;\n\n /**\n * The transform matrix.\n * @member {PIXI.Matrix}\n */\n this.matrix = matrix;\n\n /**\n * The type of the shape, see the Const.Shapes file for all the existing types,\n * @member {number}\n */\n this.type = shape.type;\n\n /**\n * The collection of points.\n * @member {number[]}\n */\n this.points = [];\n\n /**\n * The collection of holes.\n * @member {PIXI.GraphicsData[]}\n */\n this.holes = [];\n};\n\n/**\n * Creates a new GraphicsData object with the same values as this one.\n *\n * @return {PIXI.GraphicsData} Cloned GraphicsData object\n */\nGraphicsData.prototype.clone = function clone ()\n{\n return new GraphicsData(\n this.shape,\n this.fillStyle,\n this.lineStyle,\n this.matrix\n );\n};\n\n/**\n * Destroys the Graphics data.\n */\nGraphicsData.prototype.destroy = function destroy ()\n{\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n};\n\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildCircle = {\n\n build: function build(graphicsData)\n {\n // need to convert points to a nice regular data\n var circleData = graphicsData.shape;\n var points = graphicsData.points;\n var x = circleData.x;\n var y = circleData.y;\n var width;\n var height;\n\n points.length = 0;\n\n // TODO - bit hacky??\n if (graphicsData.type === SHAPES.CIRC)\n {\n width = circleData.radius;\n height = circleData.radius;\n }\n else\n {\n width = circleData.width;\n height = circleData.height;\n }\n\n if (width === 0 || height === 0)\n {\n return;\n }\n\n var totalSegs = Math.floor(30 * Math.sqrt(circleData.radius))\n || Math.floor(15 * Math.sqrt(circleData.width + circleData.height));\n\n totalSegs /= 2.3;\n\n var seg = (Math.PI * 2) / totalSegs;\n\n for (var i = 0; i < totalSegs; i++)\n {\n points.push(\n x + (Math.sin(-seg * i) * width),\n y + (Math.cos(-seg * i) * height)\n );\n }\n\n points.push(\n points[0],\n points[1]\n );\n },\n\n triangulate: function triangulate(graphicsData, graphicsGeometry)\n {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n\n var vertPos = verts.length / 2;\n var center = vertPos;\n\n verts.push(graphicsData.shape.x, graphicsData.shape.y);\n\n for (var i = 0; i < points.length; i += 2)\n {\n verts.push(points[i], points[i + 1]);\n\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n },\n};\n\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildLine (graphicsData, graphicsGeometry)\n{\n if (graphicsData.lineStyle.native)\n {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else\n {\n buildLine$1(graphicsData, graphicsGeometry);\n }\n}\n\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildLine$1(graphicsData, graphicsGeometry)\n{\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points.slice();\n\n if (points.length === 0)\n {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n\n var style = graphicsData.lineStyle;\n\n // get first and last point.. figure out the middle!\n var firstPoint = new Point(points[0], points[1]);\n var lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n var closedPath = firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y;\n\n // if the first point is the last point - gonna have issues :)\n if (closedShape)\n {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n\n if (closedPath)\n {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n\n var midPointX = lastPoint.x + ((firstPoint.x - lastPoint.x) * 0.5);\n var midPointY = lastPoint.y + ((firstPoint.y - lastPoint.y) * 0.5);\n\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n\n var verts = graphicsGeometry.points;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 2;\n\n // DRAW the Line\n var width = style.width / 2;\n\n // sort color\n var p1x = points[0];\n var p1y = points[1];\n var p2x = points[2];\n var p2y = points[3];\n var p3x = 0;\n var p3y = 0;\n\n var perpx = -(p1y - p2y);\n var perpy = p1x - p2x;\n var perp2x = 0;\n var perp2y = 0;\n var perp3x = 0;\n var perp3y = 0;\n\n var dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n var ratio = style.alignment;// 0.5;\n var r1 = (1 - ratio) * 2;\n var r2 = ratio * 2;\n\n // start\n verts.push(\n p1x - (perpx * r1),\n p1y - (perpy * r1));\n\n verts.push(\n p1x + (perpx * r2),\n p1y + (perpy * r2));\n\n for (var i = 1; i < length - 1; ++i)\n {\n p1x = points[(i - 1) * 2];\n p1y = points[((i - 1) * 2) + 1];\n\n p2x = points[i * 2];\n p2y = points[(i * 2) + 1];\n\n p3x = points[(i + 1) * 2];\n p3y = points[((i + 1) * 2) + 1];\n\n perpx = -(p1y - p2y);\n perpy = p1x - p2x;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n perp2x = -(p2y - p3y);\n perp2y = p2x - p3x;\n\n dist = Math.sqrt((perp2x * perp2x) + (perp2y * perp2y));\n perp2x /= dist;\n perp2y /= dist;\n perp2x *= width;\n perp2y *= width;\n\n var a1 = (-perpy + p1y) - (-perpy + p2y);\n var b1 = (-perpx + p2x) - (-perpx + p1x);\n var c1 = ((-perpx + p1x) * (-perpy + p2y)) - ((-perpx + p2x) * (-perpy + p1y));\n var a2 = (-perp2y + p3y) - (-perp2y + p2y);\n var b2 = (-perp2x + p2x) - (-perp2x + p3x);\n var c2 = ((-perp2x + p3x) * (-perp2y + p2y)) - ((-perp2x + p2x) * (-perp2y + p3y));\n\n var denom = (a1 * b2) - (a2 * b1);\n\n if (Math.abs(denom) < 0.1)\n {\n denom += 10.1;\n verts.push(\n p2x - (perpx * r1),\n p2y - (perpy * r1));\n\n verts.push(\n p2x + (perpx * r2),\n p2y + (perpy * r2));\n\n continue;\n }\n\n var px = ((b1 * c2) - (b2 * c1)) / denom;\n var py = ((a2 * c1) - (a1 * c2)) / denom;\n var pdist = ((px - p2x) * (px - p2x)) + ((py - p2y) * (py - p2y));\n\n if (pdist > (196 * width * width))\n {\n perp3x = perpx - perp2x;\n perp3y = perpy - perp2y;\n\n dist = Math.sqrt((perp3x * perp3x) + (perp3y * perp3y));\n perp3x /= dist;\n perp3y /= dist;\n perp3x *= width;\n perp3y *= width;\n\n verts.push(p2x - (perp3x * r1), p2y - (perp3y * r1));\n\n verts.push(p2x + (perp3x * r2), p2y + (perp3y * r2));\n\n verts.push(p2x - (perp3x * r2 * r1), p2y - (perp3y * r1));\n\n indexCount++;\n }\n else\n {\n verts.push(p2x + ((px - p2x) * r1), p2y + ((py - p2y) * r1));\n\n verts.push(p2x - ((px - p2x) * r2), p2y - ((py - p2y) * r2));\n }\n }\n\n p1x = points[(length - 2) * 2];\n p1y = points[((length - 2) * 2) + 1];\n\n p2x = points[(length - 1) * 2];\n p2y = points[((length - 1) * 2) + 1];\n\n perpx = -(p1y - p2y);\n perpy = p1x - p2x;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n verts.push(p2x - (perpx * r1), p2y - (perpy * r1));\n\n verts.push(p2x + (perpx * r2), p2y + (perpy * r2));\n\n var indices = graphicsGeometry.indices;\n\n // indices.push(indexStart);\n\n for (var i$1 = 0; i$1 < indexCount - 2; ++i$1)\n {\n indices.push(indexStart, indexStart + 1, indexStart + 2);\n\n indexStart++;\n }\n}\n\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData, graphicsGeometry)\n{\n var i = 0;\n\n var points = graphicsData.points || graphicsData.shape.points;\n\n if (points.length === 0) { return; }\n\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var length = points.length / 2;\n\n var indexStart = verts.length / 2;\n // sort color\n\n for (i = 1; i < length; i++)\n {\n var p1x = points[(i - 1) * 2];\n var p1y = points[((i - 1) * 2) + 1];\n\n var p2x = points[i * 2];\n var p2y = points[(i * 2) + 1];\n\n verts.push(p1x, p1y);\n\n verts.push(p2x, p2y);\n\n indices.push(indexStart++, indexStart++);\n }\n}\n\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildPoly = {\n\n build: function build(graphicsData)\n {\n graphicsData.points = graphicsData.shape.points.slice();\n },\n\n triangulate: function triangulate(graphicsData, graphicsGeometry)\n {\n var points = graphicsData.points;\n var holes = graphicsData.holes;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n\n if (points.length >= 6)\n {\n var holeArray = [];\n // Process holes..\n\n for (var i = 0; i < holes.length; i++)\n {\n var hole = holes[i];\n\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n\n // sort color\n var triangles = earcut(points, holeArray, 2);\n\n if (!triangles)\n {\n return;\n }\n\n var vertPos = verts.length / 2;\n\n for (var i$1 = 0; i$1 < triangles.length; i$1 += 3)\n {\n indices.push(triangles[i$1] + vertPos);\n indices.push(triangles[i$1 + 1] + vertPos);\n indices.push(triangles[i$1 + 2] + vertPos);\n }\n\n for (var i$2 = 0; i$2 < points.length; i$2++)\n {\n verts.push(points[i$2]);\n }\n }\n },\n};\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRectangle = {\n\n build: function build(graphicsData)\n {\n // --- //\n // need to convert points to a nice regular data\n //\n var rectData = graphicsData.shape;\n var x = rectData.x;\n var y = rectData.y;\n var width = rectData.width;\n var height = rectData.height;\n\n var points = graphicsData.points;\n\n points.length = 0;\n\n points.push(x, y,\n x + width, y,\n x + width, y + height,\n x, y + height);\n },\n\n triangulate: function triangulate(graphicsData, graphicsGeometry)\n {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n\n var vertPos = verts.length / 2;\n\n verts.push(points[0], points[1],\n points[2], points[3],\n points[6], points[7],\n points[4], points[5]);\n\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2,\n vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRoundedRectangle = {\n\n build: function build(graphicsData)\n {\n var rrectData = graphicsData.shape;\n var points = graphicsData.points;\n var x = rrectData.x;\n var y = rrectData.y;\n var width = rrectData.width;\n var height = rrectData.height;\n\n var radius = rrectData.radius;\n\n points.length = 0;\n\n quadraticBezierCurve(x, y + radius,\n x, y,\n x + radius, y,\n points);\n quadraticBezierCurve(x + width - radius,\n y, x + width, y,\n x + width, y + radius,\n points);\n quadraticBezierCurve(x + width, y + height - radius,\n x + width, y + height,\n x + width - radius, y + height,\n points);\n quadraticBezierCurve(x + radius, y + height,\n x, y + height,\n x, y + height - radius,\n points);\n\n // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item.\n // TODO - fix this properly, this is not very elegant.. but it works for now.\n },\n\n triangulate: function triangulate(graphicsData, graphicsGeometry)\n {\n var points = graphicsData.points;\n\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n\n var vecPos = verts.length / 2;\n\n var triangles = earcut(points, null, 2);\n\n for (var i = 0, j = triangles.length; i < j; i += 3)\n {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n\n for (var i$1 = 0, j$1 = points.length; i$1 < j$1; i$1++)\n {\n verts.push(points[i$1], points[++i$1]);\n }\n },\n};\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @return {number} the result\n *\n */\nfunction getPt(n1, n2, perc)\n{\n var diff = n2 - n1;\n\n return n1 + (diff * perc);\n}\n\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @return {number[]} an array of points\n */\nfunction quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out)\n{\n if ( out === void 0 ) out = [];\n\n var n = 20;\n var points = out;\n\n var xa = 0;\n var ya = 0;\n var xb = 0;\n var yb = 0;\n var x = 0;\n var y = 0;\n\n for (var i = 0, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n\n points.push(x, y);\n }\n\n return points;\n}\n\nvar BATCH_POOL = [];\nvar DRAW_CALL_POOL = [];\n\n/**\n * Map of fill commands for each shape type.\n *\n * @member {Object}\n * @private\n */\nvar fillCommands = {};\n\nfillCommands[SHAPES.POLY] = buildPoly;\nfillCommands[SHAPES.CIRC] = buildCircle;\nfillCommands[SHAPES.ELIP] = buildCircle;\nfillCommands[SHAPES.RECT] = buildRectangle;\nfillCommands[SHAPES.RREC] = buildRoundedRectangle;\n\n/**\n * A little internal structure to hold interim batch objects.\n *\n * @private\n */\nvar BatchPart = function BatchPart()\n{\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n};\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n *\n * @class\n * @extends PIXI.BatchGeometry\n * @memberof PIXI\n */\nvar GraphicsGeometry = /*@__PURE__*/(function (BatchGeometry) {\n function GraphicsGeometry()\n {\n BatchGeometry.call(this);\n\n /**\n * An array of points to draw\n *\n * @member {PIXI.Point[]}\n * @protected\n */\n this.points = [];\n\n /**\n * The collection of colors\n *\n * @member {number[]}\n * @protected\n */\n this.colors = [];\n\n /**\n * The UVs collection\n *\n * @member {number[]}\n * @protected\n */\n this.uvs = [];\n\n /**\n * The indices of the vertices\n *\n * @member {number[]}\n * @protected\n */\n this.indices = [];\n\n /**\n * Reference to the texture IDs.\n *\n * @member {number[]}\n * @protected\n */\n this.textureIds = [];\n\n /**\n * The collection of drawn shapes.\n *\n * @member {PIXI.GraphicsData[]}\n * @protected\n */\n this.graphicsData = [];\n\n /**\n * Used to detect if the graphics object has changed. If this is set to true then the graphics\n * object will be recalculated.\n *\n * @member {number}\n * @protected\n */\n this.dirty = 0;\n\n /**\n * Batches need to regenerated if the geometry is updated.\n *\n * @member {number}\n * @protected\n */\n this.batchDirty = -1;\n\n /**\n * Used to check if the cache is dirty.\n *\n * @member {number}\n * @protected\n */\n this.cacheDirty = -1;\n\n /**\n * Used to detect if we clear the graphics WebGL data.\n *\n * @member {number}\n * @default 0\n * @protected\n */\n this.clearDirty = 0;\n\n /**\n * List of current draw calls drived from the batches.\n *\n * @member {object[]}\n * @protected\n */\n this.drawCalls = [];\n\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n *\n * @member {object[]}\n * @protected\n */\n this.batches = [];\n\n /**\n * Index of the current last shape in the stack of calls.\n *\n * @member {number}\n * @protected\n */\n this.shapeIndex = 0;\n\n /**\n * Cached bounds.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._bounds = new Bounds();\n\n /**\n * The bounds dirty flag.\n *\n * @member {number}\n * @protected\n */\n this.boundsDirty = -1;\n\n /**\n * Padding to add to the bounds.\n *\n * @member {number}\n * @default 0\n */\n this.boundsPadding = 0;\n\n this.batchable = false;\n\n this.indicesUint16 = null;\n\n this.uvsFloat32 = null;\n }\n\n if ( BatchGeometry ) GraphicsGeometry.__proto__ = BatchGeometry;\n GraphicsGeometry.prototype = Object.create( BatchGeometry && BatchGeometry.prototype );\n GraphicsGeometry.prototype.constructor = GraphicsGeometry;\n\n var prototypeAccessors = { bounds: { configurable: true } };\n\n /**\n * Get the current bounds of the graphic geometry.\n *\n * @member {PIXI.Bounds}\n * @readonly\n */\n prototypeAccessors.bounds.get = function ()\n {\n if (this.boundsDirty !== this.dirty)\n {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n\n return this._bounds;\n };\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.GraphicsGeometry} This GraphicsGeometry object. Good for chaining method calls\n */\n GraphicsGeometry.prototype.clear = function clear ()\n {\n if (this.graphicsData.length > 0)\n {\n this.boundsDirty = -1;\n this.dirty++;\n this.clearDirty++;\n this.batchDirty++;\n this.graphicsData.length = 0;\n this.shapeIndex = 0;\n\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n\n for (var i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].textures.length = 0;\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n for (var i$1 = 0; i$1 < this.batches.length; i$1++)\n {\n var batch = this.batches[i$1];\n\n batch.start = 0;\n batch.attribStart = 0;\n batch.style = null;\n BATCH_POOL.push(batch);\n }\n\n this.batches.length = 0;\n }\n\n return this;\n };\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.FillStyle} fillStyle - Defines style of the fill.\n * @param {PIXI.LineStyle} lineStyle - Defines style of the lines.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawShape = function drawShape (shape, fillStyle, lineStyle, matrix)\n {\n var data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n\n this.graphicsData.push(data);\n this.dirty++;\n\n return this;\n };\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawHole = function drawHole (shape, matrix)\n {\n if (!this.graphicsData.length)\n {\n return null;\n }\n\n var data = new GraphicsData(shape, null, null, matrix);\n\n var lastShape = this.graphicsData[this.graphicsData.length - 1];\n\n data.lineStyle = lastShape.lineStyle;\n\n lastShape.holes.push(data);\n\n this.dirty++;\n\n return data;\n };\n\n /**\n * Destroys the Graphics object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n GraphicsGeometry.prototype.destroy = function destroy (options)\n {\n BatchGeometry.prototype.destroy.call(this, options);\n\n // destroy each of the GraphicsData objects\n for (var i = 0; i < this.graphicsData.length; ++i)\n {\n this.graphicsData[i].destroy();\n }\n\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n };\n\n /**\n * Check to see if a point is contained within this geometry.\n *\n * @param {PIXI.Point} point - Point to check if it's contained.\n * @return {Boolean} `true` if the point is contained within geometry.\n */\n GraphicsGeometry.prototype.containsPoint = function containsPoint (point)\n {\n var graphicsData = this.graphicsData;\n\n for (var i = 0; i < graphicsData.length; ++i)\n {\n var data = graphicsData[i];\n\n if (!data.fillStyle.visible)\n {\n continue;\n }\n\n // only deal with fills..\n if (data.shape)\n {\n if (data.shape.contains(point.x, point.y))\n {\n if (data.holes)\n {\n for (var i$1 = 0; i$1 < data.holes.length; i$1++)\n {\n var hole = data.holes[i$1];\n\n if (hole.shape.contains(point.x, point.y))\n {\n return false;\n }\n }\n }\n\n return true;\n }\n }\n }\n\n return false;\n };\n\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n * @protected\n */\n GraphicsGeometry.prototype.updateBatches = function updateBatches ()\n {\n if (this.dirty === this.cacheDirty) { return; }\n if (this.graphicsData.length === 0) { return; }\n\n if (this.dirty !== this.cacheDirty)\n {\n for (var i = 0; i < this.graphicsData.length; i++)\n {\n var data = this.graphicsData[i];\n\n if (data.fillStyle && !data.fillStyle.texture.baseTexture.valid) { return; }\n if (data.lineStyle && !data.lineStyle.texture.baseTexture.valid) { return; }\n }\n }\n\n this.cacheDirty = this.dirty;\n\n var uvs = this.uvs;\n\n var batchPart = this.batches.pop()\n || BATCH_POOL.pop()\n || new BatchPart();\n\n batchPart.style = batchPart.style\n || this.graphicsData[0].fillStyle\n || this.graphicsData[0].lineStyle;\n\n var currentTexture = batchPart.style.texture.baseTexture;\n var currentColor = batchPart.style.color + batchPart.style.alpha;\n\n this.batches.push(batchPart);\n\n // TODO - this can be simplified\n for (var i$1 = this.shapeIndex; i$1 < this.graphicsData.length; i$1++)\n {\n this.shapeIndex++;\n\n var data$1 = this.graphicsData[i$1];\n var command = fillCommands[data$1.type];\n\n var fillStyle = data$1.fillStyle;\n var lineStyle = data$1.lineStyle;\n\n // build out the shapes points..\n command.build(data$1);\n\n if (data$1.matrix)\n {\n this.transformPoints(data$1.points, data$1.matrix);\n }\n\n for (var j = 0; j < 2; j++)\n {\n var style = (j === 0) ? fillStyle : lineStyle;\n\n if (!style.visible) { continue; }\n\n var nextTexture = style.texture.baseTexture;\n\n if (currentTexture !== nextTexture || (style.color + style.alpha) !== currentColor)\n {\n // TODO use a const\n nextTexture.wrapMode = 10497;\n currentTexture = nextTexture;\n currentColor = style.color + style.alpha;\n\n var index$1 = this.indices.length;\n var attribIndex = this.points.length / 2;\n\n batchPart.size = index$1 - batchPart.start;\n batchPart.attribSize = attribIndex - batchPart.attribStart;\n\n if (batchPart.size > 0)\n {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n\n this.batches.push(batchPart);\n }\n\n batchPart.style = style;\n batchPart.start = index$1;\n batchPart.attribStart = attribIndex;\n\n // TODO add this to the render part..\n }\n\n var start = this.points.length / 2;\n\n if (j === 0)\n {\n if (data$1.holes.length)\n {\n this.processHoles(data$1.holes);\n\n buildPoly.triangulate(data$1, this);\n }\n else\n {\n command.triangulate(data$1, this);\n }\n }\n else\n {\n buildLine(data$1, this);\n\n for (var i$2 = 0; i$2 < data$1.holes.length; i$2++)\n {\n buildLine(data$1.holes[i$2], this);\n }\n }\n\n var size = (this.points.length / 2) - start;\n\n this.addUvs(this.points, uvs, style.texture, start, size, style.matrix);\n }\n }\n\n var index = this.indices.length;\n var attrib = this.points.length / 2;\n\n batchPart.size = index - batchPart.start;\n batchPart.attribSize = attrib - batchPart.attribStart;\n this.indicesUint16 = new Uint16Array(this.indices);\n\n // TODO make this a const..\n this.batchable = this.isBatchable();\n\n if (this.batchable)\n {\n this.batchDirty++;\n\n this.uvsFloat32 = new Float32Array(this.uvs);\n\n // offset the indices so that it works with the batcher...\n for (var i$3 = 0; i$3 < this.batches.length; i$3++)\n {\n var batch = this.batches[i$3];\n\n for (var j$1 = 0; j$1 < batch.size; j$1++)\n {\n var index$2 = batch.start + j$1;\n\n this.indicesUint16[index$2] = this.indicesUint16[index$2] - batch.attribStart;\n }\n }\n }\n else\n {\n this.buildDrawCalls();\n }\n };\n\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n * @protected\n */\n GraphicsGeometry.prototype.isBatchable = function isBatchable ()\n {\n var batches = this.batches;\n\n for (var i = 0; i < batches.length; i++)\n {\n if (batches[i].style.native)\n {\n return false;\n }\n }\n\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n };\n\n /**\n * Converts intermediate batches data to drawCalls.\n * @protected\n */\n GraphicsGeometry.prototype.buildDrawCalls = function buildDrawCalls ()\n {\n var TICK = ++BaseTexture._globalBatch;\n\n for (var i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].textures.length = 0;\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n var uvs = this.uvs;\n var colors = this.colors;\n var textureIds = this.textureIds;\n\n var currentGroup = DRAW_CALL_POOL.pop() || new BatchDrawCall();\n\n currentGroup.textureCount = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n\n var textureCount = 0;\n var currentTexture = null;\n var textureId = 0;\n var native = false;\n var drawMode = DRAW_MODES.TRIANGLES;\n\n var index = 0;\n\n this.drawCalls.push(currentGroup);\n\n // TODO - this can be simplified\n for (var i$1 = 0; i$1 < this.batches.length; i$1++)\n {\n var data = this.batches[i$1];\n\n // TODO add some full on MAX_TEXTURE CODE..\n var MAX_TEXTURES = 8;\n\n var style = data.style;\n\n var nextTexture = style.texture.baseTexture;\n\n if (native !== style.native)\n {\n native = style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n\n if (currentTexture !== nextTexture)\n {\n currentTexture = nextTexture;\n\n if (nextTexture._batchEnabled !== TICK)\n {\n if (textureCount === MAX_TEXTURES)\n {\n TICK++;\n\n textureCount = 0;\n\n if (currentGroup.size > 0)\n {\n currentGroup = DRAW_CALL_POOL.pop() || new BatchDrawCall();\n this.drawCalls.push(currentGroup);\n }\n\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.textureCount = 0;\n currentGroup.type = drawMode;\n }\n\n // TODO add this to the render part..\n nextTexture.touched = 1;// touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._id = textureCount;\n nextTexture.wrapMode = 10497;\n\n currentGroup.textures[currentGroup.textureCount++] = nextTexture;\n textureCount++;\n }\n }\n\n currentGroup.size += data.size;\n index += data.size;\n\n textureId = nextTexture._id;\n\n this.addColors(colors, style.color, style.alpha, data.attribSize);\n this.addTextureIds(textureIds, textureId, data.attribSize);\n }\n\n BaseTexture._globalBatch = TICK;\n\n // upload..\n // merge for now!\n var verts = this.points;\n\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n var glPoints = new ArrayBuffer(verts.length * 3 * 4);\n var f32 = new Float32Array(glPoints);\n var u32 = new Uint32Array(glPoints);\n\n var p = 0;\n\n for (var i$2 = 0; i$2 < verts.length / 2; i$2++)\n {\n f32[p++] = verts[i$2 * 2];\n f32[p++] = verts[(i$2 * 2) + 1];\n\n f32[p++] = uvs[i$2 * 2];\n f32[p++] = uvs[(i$2 * 2) + 1];\n\n u32[p++] = colors[i$2];\n\n f32[p++] = textureIds[i$2];\n }\n\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n };\n\n /**\n * Process the holes data.\n *\n * @param {PIXI.GraphicsData[]} holes - Holes to render\n * @protected\n */\n GraphicsGeometry.prototype.processHoles = function processHoles (holes)\n {\n for (var i = 0; i < holes.length; i++)\n {\n var hole = holes[i];\n\n var command = fillCommands[hole.type];\n\n command.build(hole);\n\n if (hole.matrix)\n {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n };\n\n /**\n * Update the local bounds of the object. Expensive to use performance-wise.\n * @protected\n */\n GraphicsGeometry.prototype.calculateBounds = function calculateBounds ()\n {\n var minX = Infinity;\n var maxX = -Infinity;\n\n var minY = Infinity;\n var maxY = -Infinity;\n\n if (this.graphicsData.length)\n {\n var shape = null;\n var x = 0;\n var y = 0;\n var w = 0;\n var h = 0;\n\n for (var i = 0; i < this.graphicsData.length; i++)\n {\n var data = this.graphicsData[i];\n\n var type = data.type;\n var lineWidth = data.lineStyle ? data.lineStyle.width : 0;\n\n shape = data.shape;\n\n if (type === SHAPES.RECT || type === SHAPES.RREC)\n {\n x = shape.x - (lineWidth / 2);\n y = shape.y - (lineWidth / 2);\n w = shape.width + lineWidth;\n h = shape.height + lineWidth;\n\n minX = x < minX ? x : minX;\n maxX = x + w > maxX ? x + w : maxX;\n\n minY = y < minY ? y : minY;\n maxY = y + h > maxY ? y + h : maxY;\n }\n else if (type === SHAPES.CIRC)\n {\n x = shape.x;\n y = shape.y;\n w = shape.radius + (lineWidth / 2);\n h = shape.radius + (lineWidth / 2);\n\n minX = x - w < minX ? x - w : minX;\n maxX = x + w > maxX ? x + w : maxX;\n\n minY = y - h < minY ? y - h : minY;\n maxY = y + h > maxY ? y + h : maxY;\n }\n else if (type === SHAPES.ELIP)\n {\n x = shape.x;\n y = shape.y;\n w = shape.width + (lineWidth / 2);\n h = shape.height + (lineWidth / 2);\n\n minX = x - w < minX ? x - w : minX;\n maxX = x + w > maxX ? x + w : maxX;\n\n minY = y - h < minY ? y - h : minY;\n maxY = y + h > maxY ? y + h : maxY;\n }\n else\n {\n // POLY\n var points = shape.points;\n var x2 = 0;\n var y2 = 0;\n var dx = 0;\n var dy = 0;\n var rw = 0;\n var rh = 0;\n var cx = 0;\n var cy = 0;\n\n for (var j = 0; j + 2 < points.length; j += 2)\n {\n x = points[j];\n y = points[j + 1];\n x2 = points[j + 2];\n y2 = points[j + 3];\n dx = Math.abs(x2 - x);\n dy = Math.abs(y2 - y);\n h = lineWidth;\n w = Math.sqrt((dx * dx) + (dy * dy));\n\n if (w < 1e-9)\n {\n continue;\n }\n\n rw = ((h / w * dy) + dx) / 2;\n rh = ((h / w * dx) + dy) / 2;\n cx = (x2 + x) / 2;\n cy = (y2 + y) / 2;\n\n minX = cx - rw < minX ? cx - rw : minX;\n maxX = cx + rw > maxX ? cx + rw : maxX;\n\n minY = cy - rh < minY ? cy - rh : minY;\n maxY = cy + rh > maxY ? cy + rh : maxY;\n }\n }\n }\n }\n else\n {\n minX = 0;\n maxX = 0;\n minY = 0;\n maxY = 0;\n }\n\n var padding = this.boundsPadding;\n\n this._bounds.minX = minX - padding;\n this._bounds.maxX = maxX + padding;\n\n this._bounds.minY = minY - padding;\n this._bounds.maxY = maxY + padding;\n };\n\n /**\n * Transform points using matrix.\n *\n * @protected\n * @param {number[]} points - Points to transform\n * @param {PIXI.Matrix} matrix - Transform matrix\n */\n GraphicsGeometry.prototype.transformPoints = function transformPoints (points, matrix)\n {\n for (var i = 0; i < points.length / 2; i++)\n {\n var x = points[(i * 2)];\n var y = points[(i * 2) + 1];\n\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n };\n\n /**\n * Add colors.\n *\n * @protected\n * @param {number[]} colors - List of colors to add to\n * @param {number} color - Color to add\n * @param {number} alpha - Alpha to use\n * @param {number} size - Number of colors to add\n */\n GraphicsGeometry.prototype.addColors = function addColors (colors, color, alpha, size)\n {\n // TODO use the premultiply bits Ivan added\n var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n\n var rgba = premultiplyTint(rgb, alpha);\n\n while (size-- > 0)\n {\n colors.push(rgba);\n }\n };\n\n /**\n * Add texture id that the shader/fragment wants to use.\n *\n * @protected\n * @param {number[]} textureIds\n * @param {number} id\n * @param {number} size\n */\n GraphicsGeometry.prototype.addTextureIds = function addTextureIds (textureIds, id, size)\n {\n while (size-- > 0)\n {\n textureIds.push(id);\n }\n };\n\n /**\n * Generates the UVs for a shape.\n *\n * @protected\n * @param {number[]} verts - Vertices\n * @param {number[]} uvs - UVs\n * @param {PIXI.Texture} texture - Reference to Texture\n * @param {number} start - Index buffer start index.\n * @param {number} size - The size/length for index buffer.\n * @param {PIXI.Matrix} [matrix] - Optional transform for all points.\n */\n GraphicsGeometry.prototype.addUvs = function addUvs (verts, uvs, texture, start, size, matrix)\n {\n var index = 0;\n var uvsStart = uvs.length;\n var frame = texture.frame;\n\n while (index < size)\n {\n var x = verts[(start + index) * 2];\n var y = verts[((start + index) * 2) + 1];\n\n if (matrix)\n {\n var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n\n index++;\n\n uvs.push(x / frame.width, y / frame.height);\n }\n\n var baseTexture = texture.baseTexture;\n\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height)\n {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n };\n\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n * @param {number} uvs array\n * @param {PIXI.Texture} texture region\n * @param {number} start starting index for uvs\n * @param {number} size how many points to adjust\n */\n GraphicsGeometry.prototype.adjustUvs = function adjustUvs (uvs, texture, start, size)\n {\n var baseTexture = texture.baseTexture;\n var eps = 1e-6;\n var finish = start + (size * 2);\n var frame = texture.frame;\n var scaleX = frame.width / baseTexture.width;\n var scaleY = frame.height / baseTexture.height;\n var offsetX = frame.x / frame.width;\n var offsetY = frame.y / frame.height;\n var minX = Math.floor(uvs[start] + eps);\n var minY = Math.floor(uvs[start + 1] + eps);\n\n for (var i = start + 2; i < finish; i += 2)\n {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (var i$1 = start; i$1 < finish; i$1 += 2)\n {\n uvs[i$1] = (uvs[i$1] + offsetX) * scaleX;\n uvs[i$1 + 1] = (uvs[i$1 + 1] + offsetY) * scaleY;\n }\n };\n\n Object.defineProperties( GraphicsGeometry.prototype, prototypeAccessors );\n\n return GraphicsGeometry;\n}(BatchGeometry));\n\n/**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n *\n * @memberof PIXI.GraphicsGeometry\n * @static\n * @member {number} BATCHABLE_SIZE\n * @default 100\n */\nGraphicsGeometry.BATCHABLE_SIZE = 100;\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n * @class\n * @extends PIXI.FillStyle\n */\nvar LineStyle = /*@__PURE__*/(function (FillStyle) {\n function LineStyle () {\n FillStyle.apply(this, arguments);\n }\n\n if ( FillStyle ) LineStyle.__proto__ = FillStyle;\n LineStyle.prototype = Object.create( FillStyle && FillStyle.prototype );\n LineStyle.prototype.constructor = LineStyle;\n\n LineStyle.prototype.clone = function clone ()\n {\n var obj = new LineStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n\n return obj;\n };\n /**\n * Reset the line style to default.\n */\n LineStyle.prototype.reset = function reset ()\n {\n FillStyle.prototype.reset.call(this);\n\n // Override default line style color\n this.color = 0x0;\n\n /**\n * The width (thickness) of any lines drawn.\n *\n * @member {number}\n * @default 0\n */\n this.width = 0;\n\n /**\n * The alignment of any lines drawn (0.5 = middle, 1 = outter, 0 = inner).\n *\n * @member {number}\n * @default 0\n */\n this.alignment = 0.5;\n\n /**\n * If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n *\n * @member {boolean}\n * @default false\n */\n this.native = false;\n };\n\n return LineStyle;\n}(FillStyle));\n\n/**\n * Utilities for bezier curves\n * @class\n * @private\n */\nvar BezierUtils = function BezierUtils () {};\n\nBezierUtils.curveLength = function curveLength (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)\n{\n var n = 10;\n var result = 0.0;\n var t = 0.0;\n var t2 = 0.0;\n var t3 = 0.0;\n var nt = 0.0;\n var nt2 = 0.0;\n var nt3 = 0.0;\n var x = 0.0;\n var y = 0.0;\n var dx = 0.0;\n var dy = 0.0;\n var prevX = fromX;\n var prevY = fromY;\n\n for (var i = 1; i <= n; ++i)\n {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n\n return result;\n};\n\n/**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Path array to push points into\n */\nBezierUtils.curveTo = function curveTo (cpX, cpY, cpX2, cpY2, toX, toY, points)\n{\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n\n points.length -= 2;\n\n var n = GRAPHICS_CURVES._segmentsCount(\n BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)\n );\n\n var dt = 0;\n var dt2 = 0;\n var dt3 = 0;\n var t2 = 0;\n var t3 = 0;\n\n points.push(fromX, fromY);\n\n for (var i = 1, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n\n t2 = j * j;\n t3 = t2 * j;\n\n points.push(\n (dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX),\n (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)\n );\n }\n};\n\n/**\n * Utilities for quadratic curves\n * @class\n * @private\n */\nvar QuadraticUtils = function QuadraticUtils () {};\n\nQuadraticUtils.curveLength = function curveLength (fromX, fromY, cpX, cpY, toX, toY)\n{\n var ax = fromX - (2.0 * cpX) + toX;\n var ay = fromY - (2.0 * cpY) + toY;\n var bx = (2.0 * cpX) - (2.0 * fromX);\n var by = (2.0 * cpY) - (2.0 * fromY);\n var a = 4.0 * ((ax * ax) + (ay * ay));\n var b = 4.0 * ((ax * bx) + (ay * by));\n var c = (bx * bx) + (by * by);\n\n var s = 2.0 * Math.sqrt(a + b + c);\n var a2 = Math.sqrt(a);\n var a32 = 2.0 * a * a2;\n var c2 = 2.0 * Math.sqrt(c);\n var ba = b / a2;\n\n return (\n (a32 * s)\n + (a2 * b * (s - c2))\n + (\n ((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2))\n )\n ) / (4.0 * a32);\n};\n\n/**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @private\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Points to add segments to.\n */\nQuadraticUtils.curveTo = function curveTo (cpX, cpY, toX, toY, points)\n{\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n\n var n = GRAPHICS_CURVES._segmentsCount(\n QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)\n );\n\n var xa = 0;\n var ya = 0;\n\n for (var i = 1; i <= n; ++i)\n {\n var j = i / n;\n\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j),\n ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n};\n\n/**\n * Utilities for arc curves\n * @class\n * @private\n */\nvar ArcUtils = function ArcUtils () {};\n\nArcUtils.curveTo = function curveTo (x1, y1, x2, y2, radius, points)\n{\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n\n var a1 = fromY - y1;\n var b1 = fromX - x1;\n var a2 = y2 - y1;\n var b2 = x2 - x1;\n var mm = Math.abs((a1 * b2) - (b1 * a2));\n\n if (mm < 1.0e-8 || radius === 0)\n {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1)\n {\n points.push(x1, y1);\n }\n\n return null;\n }\n\n var dd = (a1 * a1) + (b1 * b1);\n var cc = (a2 * a2) + (b2 * b2);\n var tt = (a1 * a2) + (b1 * b2);\n var k1 = radius * Math.sqrt(dd) / mm;\n var k2 = radius * Math.sqrt(cc) / mm;\n var j1 = k1 * tt / dd;\n var j2 = k2 * tt / cc;\n var cx = (k1 * b2) + (k2 * b1);\n var cy = (k1 * a2) + (k2 * a1);\n var px = b1 * (k2 + j1);\n var py = a1 * (k2 + j1);\n var qx = b2 * (k1 + j2);\n var qy = a2 * (k1 + j2);\n var startAngle = Math.atan2(py - cy, px - cx);\n var endAngle = Math.atan2(qy - cy, qx - cx);\n\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius: radius,\n startAngle: startAngle,\n endAngle: endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n};\n\n/**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @private\n * @param {number} startX - Start x location of arc\n * @param {number} startY - Start y location of arc\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param {number} n - Number of segments\n * @param {number[]} points - Collection of points to add to\n */\nArcUtils.arc = function arc (startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points)\n{\n var sweep = endAngle - startAngle;\n var n = GRAPHICS_CURVES._segmentsCount(\n Math.abs(sweep) * radius,\n Math.ceil(Math.abs(sweep) / PI_2) * 40\n );\n\n var theta = (sweep) / (n * 2);\n var theta2 = theta * 2;\n var cTheta = Math.cos(theta);\n var sTheta = Math.sin(theta);\n var segMinus = n - 1;\n var remainder = (segMinus % 1) / segMinus;\n\n for (var i = 0; i <= segMinus; ++i)\n {\n var real = i + (remainder * i);\n var angle = ((theta) + startAngle + (theta2 * real));\n var c = Math.cos(angle);\n var s = -Math.sin(angle);\n\n points.push(\n (((cTheta * c) + (sTheta * s)) * radius) + cx,\n (((cTheta * -s) + (sTheta * c)) * radius) + cy\n );\n }\n};\n\n/**\n * Draw a star shape with an arbitrary number of points.\n *\n * @class\n * @extends PIXI.Polygon\n * @memberof PIXI\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\nvar Star = /*@__PURE__*/(function (Polygon) {\n function Star(x, y, points, radius, innerRadius, rotation)\n {\n innerRadius = innerRadius || radius / 2;\n\n var startAngle = (-1 * Math.PI / 2) + rotation;\n var len = points * 2;\n var delta = PI_2 / len;\n var polygon = [];\n\n for (var i = 0; i < len; i++)\n {\n var r = i % 2 ? innerRadius : radius;\n var angle = (i * delta) + startAngle;\n\n polygon.push(\n x + (r * Math.cos(angle)),\n y + (r * Math.sin(angle))\n );\n }\n\n Polygon.call(this, polygon);\n }\n\n if ( Polygon ) Star.__proto__ = Polygon;\n Star.prototype = Object.create( Polygon && Polygon.prototype );\n Star.prototype.constructor = Star;\n\n return Star;\n}(Polygon));\n\nvar temp = new Float32Array(3);\n\n// a default shader used by graphics..\nvar defaultShader = null;\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * Note that because Graphics can share a GraphicsGeometry with other instances,\n * it is necessary to call `destroy()` to properly dereference the underlying\n * GraphicsGeometry and avoid a memory leak. Alternatively, keep using the same\n * Graphics instance and call `clear()` between redraws.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nvar Graphics = /*@__PURE__*/(function (Container) {\n function Graphics(geometry)\n {\n if ( geometry === void 0 ) geometry = null;\n\n Container.call(this);\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n * @member {PIXI.GraphicsGeometry}\n * @readonly\n */\n this.geometry = geometry || new GraphicsGeometry();\n\n this.geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n * @member {PIXI.State}\n */\n this.state = State.for2d();\n\n /**\n * Current fill style\n *\n * @member {PIXI.FillStyle}\n * @protected\n */\n this._fillStyle = new FillStyle();\n\n /**\n * Current line style\n *\n * @member {PIXI.LineStyle}\n * @protected\n */\n this._lineStyle = new LineStyle();\n\n /**\n * Current shape transform matrix.\n *\n * @member {PIXI.Matrix}\n * @protected\n */\n this._matrix = null;\n\n /**\n * Current hole mode is enabled.\n *\n * @member {boolean}\n * @default false\n * @protected\n */\n this._holeMode = false;\n\n /**\n * Current path\n *\n * @member {PIXI.Polygon}\n * @protected\n */\n this.currentPath = null;\n\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n *\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n\n /**\n * A collections of batches! These can be drawn by the renderer batch system.\n *\n * @protected\n * @member {object[]}\n */\n this.batches = [];\n\n /**\n * Update dirty for limiting calculating tints for batches.\n *\n * @protected\n * @member {number}\n * @default -1\n */\n this.batchTint = -1;\n\n /**\n * Copy of the object vertex data.\n *\n * @protected\n * @member {Float32Array}\n */\n this.vertexData = null;\n\n this._transformID = -1;\n this.batchDirty = -1;\n\n // Set default\n this.tint = 0xFFFFFF;\n this.blendMode = BLEND_MODES.NORMAL;\n }\n\n if ( Container ) Graphics.__proto__ = Container;\n Graphics.prototype = Object.create( Container && Container.prototype );\n Graphics.prototype.constructor = Graphics;\n\n var prototypeAccessors = { blendMode: { configurable: true },tint: { configurable: true },fill: { configurable: true },line: { configurable: true } };\n\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that the only the properties of the object are cloned, not its transform (position,scale,etc)\n *\n * @return {PIXI.Graphics} A clone of the graphics object\n */\n Graphics.prototype.clone = function clone ()\n {\n this.finishPoly();\n\n return new Graphics(this.geometry);\n };\n\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n prototypeAccessors.blendMode.set = function (value)\n {\n this.state.blendMode = value;\n };\n\n prototypeAccessors.blendMode.get = function ()\n {\n return this.state.blendMode;\n };\n\n /**\n * The tint applied to the graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n prototypeAccessors.tint.get = function ()\n {\n return this._tint;\n };\n prototypeAccessors.tint.set = function (value)\n {\n this._tint = value;\n };\n\n /**\n * The current fill style.\n *\n * @member {PIXI.FillStyle}\n * @readonly\n */\n prototypeAccessors.fill.get = function ()\n {\n return this._fillStyle;\n };\n\n /**\n * The current line style.\n *\n * @member {PIXI.LineStyle}\n * @readonly\n */\n prototypeAccessors.line.get = function ()\n {\n return this._lineStyle;\n };\n\n /**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n * method or the drawCircle() method.\n *\n * @param {number} [width=0] - width of the line to draw, will update the objects stored style\n * @param {number} [color=0] - color of the line to draw, will update the objects stored style\n * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {number} [alignment=1] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineStyle = function lineStyle (width, color, alpha, alignment, native)\n {\n if ( width === void 0 ) width = 0;\n if ( color === void 0 ) color = 0;\n if ( alpha === void 0 ) alpha = 1;\n if ( alignment === void 0 ) alignment = 0.5;\n if ( native === void 0 ) native = false;\n\n this.lineTextureStyle(width, Texture.WHITE, color, alpha, null, alignment, native);\n\n return this;\n };\n\n /**\n * Like line style but support texture for line fill.\n *\n * @param {number} [width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [color=0] - color of the line to draw, will update the objects stored style\n * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [matrix=null] Texture matrix to transform texture\n * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTextureStyle = function lineTextureStyle (width, texture, color, alpha,\n matrix, alignment, native)\n {\n if ( width === void 0 ) width = 0;\n if ( texture === void 0 ) texture = Texture.WHITE;\n if ( color === void 0 ) color = 0xFFFFFF;\n if ( alpha === void 0 ) alpha = 1;\n if ( matrix === void 0 ) matrix = null;\n if ( alignment === void 0 ) alignment = 0.5;\n if ( native === void 0 ) native = false;\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n var visible = width > 0 && alpha > 0;\n\n if (!visible)\n {\n this._lineStyle.reset();\n }\n else\n {\n if (matrix)\n {\n matrix = matrix.clone();\n matrix.invert();\n }\n\n Object.assign(this._lineStyle, {\n color: color,\n width: width,\n alpha: alpha,\n matrix: matrix,\n texture: texture,\n alignment: alignment,\n native: native,\n visible: visible,\n });\n }\n\n return this;\n };\n\n /**\n * Start a polygon object internally\n * @protected\n */\n Graphics.prototype.startPoly = function startPoly ()\n {\n if (this.currentPath)\n {\n var points = this.currentPath.points;\n var len = this.currentPath.points.length;\n\n if (len > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else\n {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n };\n\n /**\n * Finish the polygon object.\n * @protected\n */\n Graphics.prototype.finishPoly = function finishPoly ()\n {\n if (this.currentPath)\n {\n if (this.currentPath.points.length > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else\n {\n this.currentPath.points.length = 0;\n }\n }\n };\n\n /**\n * Moves the current drawing position to x, y.\n *\n * @param {number} x - the X coordinate to move to\n * @param {number} y - the Y coordinate to move to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.moveTo = function moveTo (x, y)\n {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n\n return this;\n };\n\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n *\n * @param {number} x - the X coordinate to draw to\n * @param {number} y - the Y coordinate to draw to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTo = function lineTo (x, y)\n {\n if (!this.currentPath)\n {\n this.moveTo(0, 0);\n }\n\n // remove duplicates..\n var points = this.currentPath.points;\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n\n if (fromX !== x || fromY !== y)\n {\n points.push(x, y);\n }\n\n return this;\n };\n\n /**\n * Initialize the curve\n *\n * @protected\n * @param {number} [x=0]\n * @param {number} [y=0]\n */\n Graphics.prototype._initCurve = function _initCurve (x, y)\n {\n if ( x === void 0 ) x = 0;\n if ( y === void 0 ) y = 0;\n\n if (this.currentPath)\n {\n if (this.currentPath.points.length === 0)\n {\n this.currentPath.points = [x, y];\n }\n }\n else\n {\n this.moveTo(x, y);\n }\n };\n\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.quadraticCurveTo = function quadraticCurveTo (cpX, cpY, toX, toY)\n {\n this._initCurve();\n\n var points = this.currentPath.points;\n\n if (points.length === 0)\n {\n this.moveTo(0, 0);\n }\n\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n\n return this;\n };\n\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.bezierCurveTo = function bezierCurveTo (cpX, cpY, cpX2, cpY2, toX, toY)\n {\n this._initCurve();\n\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n\n return this;\n };\n\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @param {number} x1 - The x-coordinate of the beginning of the arc\n * @param {number} y1 - The y-coordinate of the beginning of the arc\n * @param {number} x2 - The x-coordinate of the end of the arc\n * @param {number} y2 - The y-coordinate of the end of the arc\n * @param {number} radius - The radius of the arc\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arcTo = function arcTo (x1, y1, x2, y2, radius)\n {\n this._initCurve(x1, y1);\n\n var points = this.currentPath.points;\n\n var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n\n if (result)\n {\n var cx = result.cx;\n var cy = result.cy;\n var radius$1 = result.radius;\n var startAngle = result.startAngle;\n var endAngle = result.endAngle;\n var anticlockwise = result.anticlockwise;\n\n this.arc(cx, cy, radius$1, startAngle, endAngle, anticlockwise);\n }\n\n return this;\n };\n\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arc = function arc (cx, cy, radius, startAngle, endAngle, anticlockwise)\n {\n if ( anticlockwise === void 0 ) anticlockwise = false;\n\n if (startAngle === endAngle)\n {\n return this;\n }\n\n if (!anticlockwise && endAngle <= startAngle)\n {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle)\n {\n startAngle += PI_2;\n }\n\n var sweep = endAngle - startAngle;\n\n if (sweep === 0)\n {\n return this;\n }\n\n var startX = cx + (Math.cos(startAngle) * radius);\n var startY = cy + (Math.sin(startAngle) * radius);\n\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n var points = this.currentPath ? this.currentPath.points : null;\n\n if (points)\n {\n // TODO: make a better fix.\n\n // We check how far our start is from the last existing point\n var xDiff = Math.abs(points[points.length - 2] - startX);\n var yDiff = Math.abs(points[points.length - 1] - startY);\n\n if (xDiff < 0.001 && yDiff < 0.001)\n ;\n else\n {\n points.push(startX, startY);\n }\n }\n else\n {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n\n return this;\n };\n\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n *\n * @param {number} [color=0] - the color of the fill\n * @param {number} [alpha=1] - the alpha of the fill\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginFill = function beginFill (color, alpha)\n {\n if ( color === void 0 ) color = 0;\n if ( alpha === void 0 ) alpha = 1;\n\n return this.beginTextureFill(Texture.WHITE, color, alpha);\n };\n\n /**\n * Begin the texture fill\n *\n * @param {PIXI.Texture} [texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [color=0xffffff] - Background to fill behind texture\n * @param {number} [alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [matrix=null] - Transform matrix\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginTextureFill = function beginTextureFill (texture, color, alpha, matrix)\n {\n if ( texture === void 0 ) texture = Texture.WHITE;\n if ( color === void 0 ) color = 0xFFFFFF;\n if ( alpha === void 0 ) alpha = 1;\n if ( matrix === void 0 ) matrix = null;\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n var visible = alpha > 0;\n\n if (!visible)\n {\n this._fillStyle.reset();\n }\n else\n {\n if (matrix)\n {\n matrix = matrix.clone();\n matrix.invert();\n }\n\n Object.assign(this._fillStyle, {\n color: color,\n alpha: alpha,\n texture: texture,\n matrix: matrix,\n visible: visible,\n });\n }\n\n return this;\n };\n\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.endFill = function endFill ()\n {\n this.finishPoly();\n\n this._fillStyle.reset();\n\n return this;\n };\n\n /**\n * Draws a rectangle shape.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRect = function drawRect (x, y, width, height)\n {\n return this.drawShape(new Rectangle(x, y, width, height));\n };\n\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @param {number} radius - Radius of the rectangle corners\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRoundedRect = function drawRoundedRect (x, y, width, height, radius)\n {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n };\n\n /**\n * Draws a circle.\n *\n * @param {number} x - The X coordinate of the center of the circle\n * @param {number} y - The Y coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawCircle = function drawCircle (x, y, radius)\n {\n return this.drawShape(new Circle(x, y, radius));\n };\n\n /**\n * Draws an ellipse.\n *\n * @param {number} x - The X coordinate of the center of the ellipse\n * @param {number} y - The Y coordinate of the center of the ellipse\n * @param {number} width - The half width of the ellipse\n * @param {number} height - The half height of the ellipse\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawEllipse = function drawEllipse (x, y, width, height)\n {\n return this.drawShape(new Ellipse(x, y, width, height));\n };\n\n /**\n * Draws a polygon using the given path.\n *\n * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawPolygon = function drawPolygon (path)\n {\n var arguments$1 = arguments;\n\n // prevents an argument assignment deopt\n // see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments\n var points = path;\n\n var closeStroke = true;// !!this._fillStyle;\n\n // check if data has points..\n if (points.points)\n {\n closeStroke = points.closeStroke;\n points = points.points;\n }\n\n if (!Array.isArray(points))\n {\n // prevents an argument leak deopt\n // see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments\n points = new Array(arguments.length);\n\n for (var i = 0; i < points.length; ++i)\n {\n points[i] = arguments$1[i]; // eslint-disable-line prefer-rest-params\n }\n }\n\n var shape = new Polygon(points);\n\n shape.closeStroke = closeStroke;\n\n this.drawShape(shape);\n\n return this;\n };\n\n /**\n * Draw any shape.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawShape = function drawShape (shape)\n {\n if (!this._holeMode)\n {\n this.geometry.drawShape(\n shape,\n this._fillStyle.clone(),\n this._lineStyle.clone(),\n this._matrix\n );\n }\n else\n {\n this.geometry.drawHole(shape, this._matrix);\n }\n\n return this;\n };\n\n /**\n * Draw a star shape with an arbitrary number of points.\n *\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawStar = function drawStar (x, y, points, radius, innerRadius, rotation)\n {\n if ( rotation === void 0 ) rotation = 0;\n\n return this.drawPolygon(new Star(x, y, points, radius, innerRadius, rotation));\n };\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.clear = function clear ()\n {\n this.geometry.clear();\n\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n this._spriteRect = null;\n\n return this;\n };\n\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n *\n * @returns {boolean} True if only 1 rect.\n */\n Graphics.prototype.isFastRect = function isFastRect ()\n {\n // will fix this!\n return false;\n // this.graphicsData.length === 1\n // && this.graphicsData[0].shape.type === SHAPES.RECT\n // && !this.graphicsData[0].lineWidth;\n };\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Graphics.prototype._render = function _render (renderer)\n {\n this.finishPoly();\n\n var geometry = this.geometry;\n\n // batch part..\n // batch it!\n geometry.updateBatches();\n\n if (geometry.batchable)\n {\n if (this.batchDirty !== geometry.batchDirty)\n {\n this.batches = [];\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n\n this.vertexData = new Float32Array(geometry.points);\n\n var blendMode = this.blendMode;\n\n for (var i = 0; i < geometry.batches.length; i++)\n {\n var gI = geometry.batches[i];\n\n var color = gI.style.color;\n\n // + (alpha * 255 << 24);\n\n var vertexData = new Float32Array(this.vertexData.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n var uvs = new Float32Array(geometry.uvsFloat32.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n var indices = new Uint16Array(geometry.indicesUint16.buffer,\n gI.start * 2,\n gI.size);\n\n var batch = {\n vertexData: vertexData,\n blendMode: blendMode,\n indices: indices,\n uvs: uvs,\n _batchRGB: hex2rgb(color),\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1 };\n\n this.batches[i] = batch;\n }\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins.batch);\n\n if (this.batches.length)\n {\n this.calculateVertices();\n this.calculateTints();\n\n for (var i$1 = 0; i$1 < this.batches.length; i$1++)\n {\n var batch$1 = this.batches[i$1];\n\n batch$1.worldAlpha = this.worldAlpha * batch$1.alpha;\n\n renderer.plugins.batch.render(batch$1);\n }\n }\n }\n else\n {\n // no batching...\n renderer.batch.flush();\n\n if (!this.shader)\n {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n if (!defaultShader)\n {\n var sampleValues = new Int32Array(16);\n\n for (var i$2 = 0; i$2 < 16; i$2++)\n {\n sampleValues[i$2] = i$2;\n }\n\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n\n // we can bbase default shader of the batch renderers program\n var program = renderer.plugins.batch.shader.program;\n\n defaultShader = new Shader(program, uniforms);\n }\n\n this.shader = defaultShader;\n }\n\n var uniforms$1 = this.shader.uniforms;\n\n // lets set the transfomr\n uniforms$1.translationMatrix = this.transform.worldTransform;\n\n var tint = this.tint;\n var wa = this.worldAlpha;\n\n // and then lets set the tint..\n uniforms$1.tint[0] = (((tint >> 16) & 0xFF) / 255) * wa;\n uniforms$1.tint[1] = (((tint >> 8) & 0xFF) / 255) * wa;\n uniforms$1.tint[2] = ((tint & 0xFF) / 255) * wa;\n uniforms$1.tint[3] = wa;\n\n // the first draw call, we can set the uniforms of the shader directly here.\n\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(this.shader);\n\n // then render it\n renderer.geometry.bind(geometry, this.shader);\n\n // set state..\n renderer.state.setState(this.state);\n\n // then render the rest of them...\n for (var i$3 = 0; i$3 < geometry.drawCalls.length; i$3++)\n {\n var drawCall = geometry.drawCalls[i$3];\n\n var groupTextureCount = drawCall.textureCount;\n\n for (var j = 0; j < groupTextureCount; j++)\n {\n renderer.texture.bind(drawCall.textures[j], j);\n }\n\n // bind the geometry...\n renderer.geometry.draw(drawCall.type, drawCall.size, drawCall.start);\n }\n }\n };\n\n /**\n * Retrieves the bounds of the graphic shape as a rectangle object\n *\n * @protected\n */\n Graphics.prototype._calculateBounds = function _calculateBounds ()\n {\n this.finishPoly();\n var lb = this.geometry.bounds;\n\n this._bounds.addFrame(this.transform, lb.minX, lb.minY, lb.maxX, lb.maxY);\n };\n\n /**\n * Tests if a point is inside this graphics object\n *\n * @param {PIXI.Point} point - the point to test\n * @return {boolean} the result of the test\n */\n Graphics.prototype.containsPoint = function containsPoint (point)\n {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n\n return this.geometry.containsPoint(Graphics._TEMP_POINT);\n };\n\n /**\n * Recalcuate the tint by applying tin to batches using Graphics tint.\n * @protected\n */\n Graphics.prototype.calculateTints = function calculateTints ()\n {\n if (this.batchTint !== this.tint)\n {\n this.batchTint = this.tint;\n\n var tintRGB = hex2rgb(this.tint, temp);\n\n for (var i = 0; i < this.batches.length; i++)\n {\n var batch = this.batches[i];\n\n var batchTint = batch._batchRGB;\n\n var r = (tintRGB[0] * batchTint[0]) * 255;\n var g = (tintRGB[1] * batchTint[1]) * 255;\n var b = (tintRGB[2] * batchTint[2]) * 255;\n\n // TODO Ivan, can this be done in one go?\n var color = (r << 16) + (g << 8) + (b | 0);\n\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n };\n\n /**\n * If there's a transform update or a change to the shape of the\n * geometry, recaculate the vertices.\n * @protected\n */\n Graphics.prototype.calculateVertices = function calculateVertices ()\n {\n if (this._transformID === this.transform._worldID)\n {\n return;\n }\n\n this._transformID = this.transform._worldID;\n\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n\n var data = this.geometry.points;// batch.vertexDataOriginal;\n var vertexData = this.vertexData;\n\n var count = 0;\n\n for (var i = 0; i < data.length; i += 2)\n {\n var x = data[i];\n var y = data[i + 1];\n\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n };\n\n /**\n * Closes the current path.\n *\n * @return {PIXI.Graphics} Returns itself.\n */\n Graphics.prototype.closePath = function closePath ()\n {\n var currentPath = this.currentPath;\n\n if (currentPath)\n {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n }\n\n return this;\n };\n\n /**\n * Apply a matrix to the positional data.\n *\n * @param {PIXI.Matrix} matrix - Matrix to use for transform current shape.\n * @return {PIXI.Graphics} Returns itself.\n */\n Graphics.prototype.setMatrix = function setMatrix (matrix)\n {\n this._matrix = matrix;\n\n return this;\n };\n\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @return {PIXI.Graphics} Returns itself.\n */\n Graphics.prototype.beginHole = function beginHole ()\n {\n this.finishPoly();\n this._holeMode = true;\n\n return this;\n };\n\n /**\n * End adding holes to the last draw shape\n * @return {PIXI.Graphics} Returns itself.\n */\n Graphics.prototype.endHole = function endHole ()\n {\n this.finishPoly();\n this._holeMode = false;\n\n return this;\n };\n\n /**\n * Destroys the Graphics object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Graphics.prototype.destroy = function destroy (options)\n {\n Container.prototype.destroy.call(this, options);\n\n this.geometry.refCount--;\n if (this.geometry.refCount === 0)\n {\n this.geometry.dispose();\n }\n\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this.geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n\n Container.prototype.destroy.call(this, options);\n };\n\n Object.defineProperties( Graphics.prototype, prototypeAccessors );\n\n return Graphics;\n}(Container));\n\n/**\n * Temporary point to use for containsPoint\n *\n * @static\n * @private\n * @member {PIXI.Point}\n */\nGraphics._TEMP_POINT = new Point();\n\nexport { FillStyle, GRAPHICS_CURVES, Graphics, GraphicsData, GraphicsGeometry, LineStyle };\n//# sourceMappingURL=graphics.es.js.map\n","/*!\n * @pixi/sprite - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/sprite is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Point, Rectangle, ObservablePoint } from '@pixi/math';\nimport { sign } from '@pixi/utils';\nimport { Texture } from '@pixi/core';\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\n\nvar tempPoint = new Point();\nvar indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n*\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nvar Sprite = /*@__PURE__*/(function (Container) {\n function Sprite(texture)\n {\n Container.call(this);\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 or taken from the {@link PIXI.Texture#defaultAnchor|Texture}\n * passed to the constructor. A value of 0,0 means the texture's origin is the top left.\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered.\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner.\n * Note: Updating the {@link PIXI.Texture#defaultAnchor} after a Texture is\n * created does _not_ update the Sprite's anchor values.\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint(\n this._onAnchorUpdate,\n this,\n (texture ? texture.defaultAnchor.x : 0),\n (texture ? texture.defaultAnchor.y : 0)\n );\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = null;\n this._tintRGB = null;\n this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * The shader that will be used to render the sprite. Set to null to remove a current shader.\n *\n * @member {PIXI.Filter|PIXI.Shader}\n */\n this.shader = null;\n\n /**\n * Cached tint value so we can tell when the tint is changed.\n * Value is used for 2d CanvasRenderer.\n *\n * @protected\n * @member {number}\n * @default 0xFFFFFF\n */\n this._cachedTint = 0xFFFFFF;\n\n this.uvs = null;\n\n // call texture setter\n this.texture = texture || Texture.EMPTY;\n\n /**\n * this is used to store the vertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexTrimmedData = null;\n\n this._transformID = -1;\n this._textureID = -1;\n\n this._transformTrimmedID = -1;\n this._textureTrimmedID = -1;\n\n // Batchable stuff..\n // TODO could make this a mixin?\n this.indices = indices;\n this.size = 4;\n this.start = 0;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'sprite'\n */\n this.pluginName = 'batch';\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = true;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n }\n\n if ( Container ) Sprite.__proto__ = Container;\n Sprite.prototype = Object.create( Container && Container.prototype );\n Sprite.prototype.constructor = Sprite;\n\n var prototypeAccessors = { roundPixels: { configurable: true },width: { configurable: true },height: { configurable: true },anchor: { configurable: true },tint: { configurable: true },texture: { configurable: true } };\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n Sprite.prototype._onTextureUpdate = function _onTextureUpdate ()\n {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n\n this.uvs = this._texture._uvs.uvsFloat32;\n // so if _width is 0 then width was not set..\n if (this._width)\n {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height)\n {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate ()\n {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n Sprite.prototype.calculateVertices = function calculateVertices ()\n {\n var texture = this._texture;\n\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID)\n {\n return;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n\n // set the vertex data\n\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n\n if (this._roundPixels)\n {\n for (var i = 0; i < 8; i++)\n {\n vertexData[i] = Math.round(vertexData[i]);\n }\n }\n };\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices ()\n {\n if (!this.vertexTrimmedData)\n {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID)\n {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n };\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The webgl renderer to use.\n */\n Sprite.prototype._render = function _render (renderer)\n {\n this.calculateVertices();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Updates the bounds of the sprite.\n *\n * @protected\n */\n Sprite.prototype._calculateBounds = function _calculateBounds ()\n {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height))\n {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else\n {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} [rect] - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n Sprite.prototype.getLocalBounds = function getLocalBounds (rect)\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._texture.orig.width * -this._anchor._x;\n this._bounds.minY = this._texture.orig.height * -this._anchor._y;\n this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return Container.prototype.getLocalBounds.call(this, rect);\n };\n\n /**\n * Tests if a point is inside this sprite\n *\n * @param {PIXI.Point} point - the point to test\n * @return {boolean} the result of the test\n */\n Sprite.prototype.containsPoint = function containsPoint (point)\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n y1 = -height * this.anchor.y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n };\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n Sprite.prototype.destroy = function destroy (options)\n {\n Container.prototype.destroy.call(this, options);\n\n this._texture.off('update', this._onTextureUpdate, this);\n\n this._anchor = null;\n\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n if (destroyTexture)\n {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n this._texture.destroy(!!destroyBaseTexture);\n }\n\n this._texture = null;\n this.shader = null;\n };\n\n // some helper functions..\n\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Sprite} The newly created sprite\n */\n Sprite.from = function from (source, options)\n {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n\n return new Sprite(texture);\n };\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n prototypeAccessors.roundPixels.set = function (value)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n };\n\n prototypeAccessors.roundPixels.get = function ()\n {\n return this._roundPixels;\n };\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n prototypeAccessors.width.get = function ()\n {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n };\n\n prototypeAccessors.width.set = function (value) // eslint-disable-line require-jsdoc\n {\n var s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n };\n\n /**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n prototypeAccessors.height.get = function ()\n {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n };\n\n prototypeAccessors.height.set = function (value) // eslint-disable-line require-jsdoc\n {\n var s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n };\n\n /**\n * The anchor sets the origin point of the text. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n *\n * @member {PIXI.ObservablePoint}\n */\n prototypeAccessors.anchor.get = function ()\n {\n return this._anchor;\n };\n\n prototypeAccessors.anchor.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._anchor.copyFrom(value);\n };\n\n /**\n * The tint applied to the sprite. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n prototypeAccessors.tint.get = function ()\n {\n return this._tint;\n };\n\n prototypeAccessors.tint.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n };\n\n /**\n * The texture that the sprite is using\n *\n * @member {PIXI.Texture}\n */\n prototypeAccessors.texture.get = function ()\n {\n return this._texture;\n };\n\n prototypeAccessors.texture.set = function (value) // eslint-disable-line require-jsdoc\n {\n if (this._texture === value)\n {\n return;\n }\n\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n\n this._textureID = -1;\n this._textureTrimmedID = -1;\n\n if (value)\n {\n // wait for the texture to load\n if (value.baseTexture.valid)\n {\n this._onTextureUpdate();\n }\n else\n {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n };\n\n Object.defineProperties( Sprite.prototype, prototypeAccessors );\n\n return Sprite;\n}(Container));\n\nexport { Sprite };\n//# sourceMappingURL=sprite.es.js.map\n","/*!\n * @pixi/text - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/text is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { hex2string, hex2rgb, string2hex, trimCanvas, sign } from '@pixi/utils';\n\n/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT = {\n LINEAR_VERTICAL: 0,\n LINEAR_HORIZONTAL: 1,\n};\n\n// disabling eslint for now, going to rewrite this in v5\n\nvar defaultStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\n\nvar genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui' ];\n\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @class\n * @memberof PIXI\n */\nvar TextStyle = function TextStyle(style)\n{\n this.styleID = 0;\n\n this.reset();\n\n deepCopyProperties(this, style, style);\n};\n\nvar prototypeAccessors = { align: { configurable: true },breakWords: { configurable: true },dropShadow: { configurable: true },dropShadowAlpha: { configurable: true },dropShadowAngle: { configurable: true },dropShadowBlur: { configurable: true },dropShadowColor: { configurable: true },dropShadowDistance: { configurable: true },fill: { configurable: true },fillGradientType: { configurable: true },fillGradientStops: { configurable: true },fontFamily: { configurable: true },fontSize: { configurable: true },fontStyle: { configurable: true },fontVariant: { configurable: true },fontWeight: { configurable: true },letterSpacing: { configurable: true },lineHeight: { configurable: true },leading: { configurable: true },lineJoin: { configurable: true },miterLimit: { configurable: true },padding: { configurable: true },stroke: { configurable: true },strokeThickness: { configurable: true },textBaseline: { configurable: true },trim: { configurable: true },whiteSpace: { configurable: true },wordWrap: { configurable: true },wordWrapWidth: { configurable: true } };\n\n/**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return {PIXI.TextStyle} New cloned TextStyle object\n */\nTextStyle.prototype.clone = function clone ()\n{\n var clonedProperties = {};\n\n deepCopyProperties(clonedProperties, this, defaultStyle);\n\n return new TextStyle(clonedProperties);\n};\n\n/**\n * Resets all properties to the defaults specified in TextStyle.prototype._default\n */\nTextStyle.prototype.reset = function reset ()\n{\n deepCopyProperties(this, defaultStyle, defaultStyle);\n};\n\n/**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\nprototypeAccessors.align.get = function ()\n{\n return this._align;\n};\nprototypeAccessors.align.set = function (align) // eslint-disable-line require-jsdoc\n{\n if (this._align !== align)\n {\n this._align = align;\n this.styleID++;\n }\n};\n\n/**\n * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true\n *\n * @member {boolean}\n */\nprototypeAccessors.breakWords.get = function ()\n{\n return this._breakWords;\n};\nprototypeAccessors.breakWords.set = function (breakWords) // eslint-disable-line require-jsdoc\n{\n if (this._breakWords !== breakWords)\n {\n this._breakWords = breakWords;\n this.styleID++;\n }\n};\n\n/**\n * Set a drop shadow for the text\n *\n * @member {boolean}\n */\nprototypeAccessors.dropShadow.get = function ()\n{\n return this._dropShadow;\n};\nprototypeAccessors.dropShadow.set = function (dropShadow) // eslint-disable-line require-jsdoc\n{\n if (this._dropShadow !== dropShadow)\n {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n};\n\n/**\n * Set alpha for the drop shadow\n *\n * @member {number}\n */\nprototypeAccessors.dropShadowAlpha.get = function ()\n{\n return this._dropShadowAlpha;\n};\nprototypeAccessors.dropShadowAlpha.set = function (dropShadowAlpha) // eslint-disable-line require-jsdoc\n{\n if (this._dropShadowAlpha !== dropShadowAlpha)\n {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n};\n\n/**\n * Set a angle of the drop shadow\n *\n * @member {number}\n */\nprototypeAccessors.dropShadowAngle.get = function ()\n{\n return this._dropShadowAngle;\n};\nprototypeAccessors.dropShadowAngle.set = function (dropShadowAngle) // eslint-disable-line require-jsdoc\n{\n if (this._dropShadowAngle !== dropShadowAngle)\n {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n};\n\n/**\n * Set a shadow blur radius\n *\n * @member {number}\n */\nprototypeAccessors.dropShadowBlur.get = function ()\n{\n return this._dropShadowBlur;\n};\nprototypeAccessors.dropShadowBlur.set = function (dropShadowBlur) // eslint-disable-line require-jsdoc\n{\n if (this._dropShadowBlur !== dropShadowBlur)\n {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n};\n\n/**\n * A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n *\n * @member {string|number}\n */\nprototypeAccessors.dropShadowColor.get = function ()\n{\n return this._dropShadowColor;\n};\nprototypeAccessors.dropShadowColor.set = function (dropShadowColor) // eslint-disable-line require-jsdoc\n{\n var outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor)\n {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n};\n\n/**\n * Set a distance of the drop shadow\n *\n * @member {number}\n */\nprototypeAccessors.dropShadowDistance.get = function ()\n{\n return this._dropShadowDistance;\n};\nprototypeAccessors.dropShadowDistance.set = function (dropShadowDistance) // eslint-disable-line require-jsdoc\n{\n if (this._dropShadowDistance !== dropShadowDistance)\n {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n};\n\n/**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\nprototypeAccessors.fill.get = function ()\n{\n return this._fill;\n};\nprototypeAccessors.fill.set = function (fill) // eslint-disable-line require-jsdoc\n{\n var outputColor = getColor(fill);\n if (this._fill !== outputColor)\n {\n this._fill = outputColor;\n this.styleID++;\n }\n};\n\n/**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n * See {@link PIXI.TEXT_GRADIENT}\n *\n * @member {number}\n */\nprototypeAccessors.fillGradientType.get = function ()\n{\n return this._fillGradientType;\n};\nprototypeAccessors.fillGradientType.set = function (fillGradientType) // eslint-disable-line require-jsdoc\n{\n if (this._fillGradientType !== fillGradientType)\n {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n};\n\n/**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n *\n * @member {number[]}\n */\nprototypeAccessors.fillGradientStops.get = function ()\n{\n return this._fillGradientStops;\n};\nprototypeAccessors.fillGradientStops.set = function (fillGradientStops) // eslint-disable-line require-jsdoc\n{\n if (!areArraysEqual(this._fillGradientStops,fillGradientStops))\n {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n};\n\n/**\n * The font family\n *\n * @member {string|string[]}\n */\nprototypeAccessors.fontFamily.get = function ()\n{\n return this._fontFamily;\n};\nprototypeAccessors.fontFamily.set = function (fontFamily) // eslint-disable-line require-jsdoc\n{\n if (this.fontFamily !== fontFamily)\n {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n};\n\n/**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n *\n * @member {number|string}\n */\nprototypeAccessors.fontSize.get = function ()\n{\n return this._fontSize;\n};\nprototypeAccessors.fontSize.set = function (fontSize) // eslint-disable-line require-jsdoc\n{\n if (this._fontSize !== fontSize)\n {\n this._fontSize = fontSize;\n this.styleID++;\n }\n};\n\n/**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\nprototypeAccessors.fontStyle.get = function ()\n{\n return this._fontStyle;\n};\nprototypeAccessors.fontStyle.set = function (fontStyle) // eslint-disable-line require-jsdoc\n{\n if (this._fontStyle !== fontStyle)\n {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n};\n\n/**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\nprototypeAccessors.fontVariant.get = function ()\n{\n return this._fontVariant;\n};\nprototypeAccessors.fontVariant.set = function (fontVariant) // eslint-disable-line require-jsdoc\n{\n if (this._fontVariant !== fontVariant)\n {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n};\n\n/**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\nprototypeAccessors.fontWeight.get = function ()\n{\n return this._fontWeight;\n};\nprototypeAccessors.fontWeight.set = function (fontWeight) // eslint-disable-line require-jsdoc\n{\n if (this._fontWeight !== fontWeight)\n {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n};\n\n/**\n * The amount of spacing between letters, default is 0\n *\n * @member {number}\n */\nprototypeAccessors.letterSpacing.get = function ()\n{\n return this._letterSpacing;\n};\nprototypeAccessors.letterSpacing.set = function (letterSpacing) // eslint-disable-line require-jsdoc\n{\n if (this._letterSpacing !== letterSpacing)\n {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n};\n\n/**\n * The line height, a number that represents the vertical space that a letter uses\n *\n * @member {number}\n */\nprototypeAccessors.lineHeight.get = function ()\n{\n return this._lineHeight;\n};\nprototypeAccessors.lineHeight.set = function (lineHeight) // eslint-disable-line require-jsdoc\n{\n if (this._lineHeight !== lineHeight)\n {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n};\n\n/**\n * The space between lines\n *\n * @member {number}\n */\nprototypeAccessors.leading.get = function ()\n{\n return this._leading;\n};\nprototypeAccessors.leading.set = function (leading) // eslint-disable-line require-jsdoc\n{\n if (this._leading !== leading)\n {\n this._leading = leading;\n this.styleID++;\n }\n};\n\n/**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\nprototypeAccessors.lineJoin.get = function ()\n{\n return this._lineJoin;\n};\nprototypeAccessors.lineJoin.set = function (lineJoin) // eslint-disable-line require-jsdoc\n{\n if (this._lineJoin !== lineJoin)\n {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n};\n\n/**\n * The miter limit to use when using the 'miter' lineJoin mode\n * This can reduce or increase the spikiness of rendered text.\n *\n * @member {number}\n */\nprototypeAccessors.miterLimit.get = function ()\n{\n return this._miterLimit;\n};\nprototypeAccessors.miterLimit.set = function (miterLimit) // eslint-disable-line require-jsdoc\n{\n if (this._miterLimit !== miterLimit)\n {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n};\n\n/**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n *\n * @member {number}\n */\nprototypeAccessors.padding.get = function ()\n{\n return this._padding;\n};\nprototypeAccessors.padding.set = function (padding) // eslint-disable-line require-jsdoc\n{\n if (this._padding !== padding)\n {\n this._padding = padding;\n this.styleID++;\n }\n};\n\n/**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n *\n * @member {string|number}\n */\nprototypeAccessors.stroke.get = function ()\n{\n return this._stroke;\n};\nprototypeAccessors.stroke.set = function (stroke) // eslint-disable-line require-jsdoc\n{\n var outputColor = getColor(stroke);\n if (this._stroke !== outputColor)\n {\n this._stroke = outputColor;\n this.styleID++;\n }\n};\n\n/**\n * A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n *\n * @member {number}\n */\nprototypeAccessors.strokeThickness.get = function ()\n{\n return this._strokeThickness;\n};\nprototypeAccessors.strokeThickness.set = function (strokeThickness) // eslint-disable-line require-jsdoc\n{\n if (this._strokeThickness !== strokeThickness)\n {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n};\n\n/**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\nprototypeAccessors.textBaseline.get = function ()\n{\n return this._textBaseline;\n};\nprototypeAccessors.textBaseline.set = function (textBaseline) // eslint-disable-line require-jsdoc\n{\n if (this._textBaseline !== textBaseline)\n {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n};\n\n/**\n * Trim transparent borders\n *\n * @member {boolean}\n */\nprototypeAccessors.trim.get = function ()\n{\n return this._trim;\n};\nprototypeAccessors.trim.set = function (trim) // eslint-disable-line require-jsdoc\n{\n if (this._trim !== trim)\n {\n this._trim = trim;\n this.styleID++;\n }\n};\n\n/**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\nprototypeAccessors.whiteSpace.get = function ()\n{\n return this._whiteSpace;\n};\nprototypeAccessors.whiteSpace.set = function (whiteSpace) // eslint-disable-line require-jsdoc\n{\n if (this._whiteSpace !== whiteSpace)\n {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n};\n\n/**\n * Indicates if word wrap should be used\n *\n * @member {boolean}\n */\nprototypeAccessors.wordWrap.get = function ()\n{\n return this._wordWrap;\n};\nprototypeAccessors.wordWrap.set = function (wordWrap) // eslint-disable-line require-jsdoc\n{\n if (this._wordWrap !== wordWrap)\n {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n};\n\n/**\n * The width at which text will wrap, it needs wordWrap to be set to true\n *\n * @member {number}\n */\nprototypeAccessors.wordWrapWidth.get = function ()\n{\n return this._wordWrapWidth;\n};\nprototypeAccessors.wordWrapWidth.set = function (wordWrapWidth) // eslint-disable-line require-jsdoc\n{\n if (this._wordWrapWidth !== wordWrapWidth)\n {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n};\n\n/**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return {string} Font style string, for passing to `TextMetrics.measureFont()`\n */\nTextStyle.prototype.toFontString = function toFontString ()\n{\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n var fontSizeString = (typeof this.fontSize === 'number') ? ((this.fontSize) + \"px\") : this.fontSize;\n\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n var fontFamilies = this.fontFamily;\n\n if (!Array.isArray(this.fontFamily))\n {\n fontFamilies = this.fontFamily.split(',');\n }\n\n for (var i = fontFamilies.length - 1; i >= 0; i--)\n {\n // Trim any extra white-space\n var fontFamily = fontFamilies[i].trim();\n\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0)\n {\n fontFamily = \"\\\"\" + fontFamily + \"\\\"\";\n }\n fontFamilies[i] = fontFamily;\n }\n\n return ((this.fontStyle) + \" \" + (this.fontVariant) + \" \" + (this.fontWeight) + \" \" + fontSizeString + \" \" + (fontFamilies.join(',')));\n};\n\nObject.defineProperties( TextStyle.prototype, prototypeAccessors );\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param {number|number[]} color\n * @return {string} The color as a string.\n */\nfunction getSingleColor(color)\n{\n if (typeof color === 'number')\n {\n return hex2string(color);\n }\n else if ( typeof color === 'string' )\n {\n if ( color.indexOf('0x') === 0 )\n {\n color = color.replace('0x', '#');\n }\n }\n\n return color;\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {number|number[]} color\n * @return {string} The color as a string.\n */\nfunction getColor(color)\n{\n if (!Array.isArray(color))\n {\n return getSingleColor(color);\n }\n else\n {\n for (var i = 0; i < color.length; ++i)\n {\n color[i] = getSingleColor(color[i]);\n }\n\n return color;\n }\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {Array} array1 First array to compare\n * @param {Array} array2 Second array to compare\n * @return {boolean} Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1, array2)\n{\n if (!Array.isArray(array1) || !Array.isArray(array2))\n {\n return false;\n }\n\n if (array1.length !== array2.length)\n {\n return false;\n }\n\n for (var i = 0; i < array1.length; ++i)\n {\n if (array1[i] !== array2[i])\n {\n return false;\n }\n }\n\n return true;\n}\n\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param {Object} target Target object to copy properties into\n * @param {Object} source Source object for the properties to copy\n * @param {string} propertyObj Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target, source, propertyObj) {\n for (var prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n } else {\n target[prop] = source[prop];\n }\n }\n}\n\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n *\n * @class\n * @memberof PIXI\n */\nvar TextMetrics = function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties)\n{\n /**\n * The text that was measured\n *\n * @member {string}\n */\n this.text = text;\n\n /**\n * The style that was measured\n *\n * @member {PIXI.TextStyle}\n */\n this.style = style;\n\n /**\n * The measured width of the text\n *\n * @member {number}\n */\n this.width = width;\n\n /**\n * The measured height of the text\n *\n * @member {number}\n */\n this.height = height;\n\n /**\n * An array of lines of the text broken by new lines and wrapping is specified in style\n *\n * @member {string[]}\n */\n this.lines = lines;\n\n /**\n * An array of the line widths for each line matched to `lines`\n *\n * @member {number[]}\n */\n this.lineWidths = lineWidths;\n\n /**\n * The measured line height for this style\n *\n * @member {number}\n */\n this.lineHeight = lineHeight;\n\n /**\n * The maximum line width for all measured lines\n *\n * @member {number}\n */\n this.maxLineWidth = maxLineWidth;\n\n /**\n * The font properties object from TextMetrics.measureFont\n *\n * @member {PIXI.IFontMetrics}\n */\n this.fontProperties = fontProperties;\n};\n\n/**\n * Measures the supplied string of text and returns a Rectangle.\n *\n * @param {string} text - the text to measure.\n * @param {PIXI.TextStyle} style - the text style to use for measuring\n * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text.\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {PIXI.TextMetrics} measured width and height of the text.\n */\nTextMetrics.measureText = function measureText (text, style, wordWrap, canvas)\n{\n if ( canvas === void 0 ) canvas = TextMetrics._canvas;\n\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n var font = style.toFontString();\n var fontProperties = TextMetrics.measureFont(font);\n\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0)\n {\n fontProperties.fontSize = style.fontSize;\n fontProperties.ascent = style.fontSize;\n }\n\n var context = canvas.getContext('2d');\n\n context.font = font;\n\n var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n var lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n var lineWidths = new Array(lines.length);\n var maxLineWidth = 0;\n\n for (var i = 0; i < lines.length; i++)\n {\n var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n var width = maxLineWidth + style.strokeThickness;\n\n if (style.dropShadow)\n {\n width += style.dropShadowDistance;\n }\n\n var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n\n if (style.dropShadow)\n {\n height += style.dropShadowDistance;\n }\n\n return new TextMetrics(\n text,\n style,\n width,\n height,\n lines,\n lineWidths,\n lineHeight + style.leading,\n maxLineWidth,\n fontProperties\n );\n};\n\n/**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n *\n * @private\n * @param {string} text - String to apply word wrapping to\n * @param {PIXI.TextStyle} style - the style to use when wrapping\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {string} New string with new lines applied where required\n */\nTextMetrics.wordWrap = function wordWrap (text, style, canvas)\n{\n if ( canvas === void 0 ) canvas = TextMetrics._canvas;\n\n var context = canvas.getContext('2d');\n\n var width = 0;\n var line = '';\n var lines = '';\n\n var cache = {};\n var letterSpacing = style.letterSpacing;\n var whiteSpace = style.whiteSpace;\n\n // How to handle whitespaces\n var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n\n // whether or not spaces may be added to the beginning of lines\n var canPrependSpaces = !collapseSpaces;\n\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n var wordWrapWidth = style.wordWrapWidth + letterSpacing;\n\n // break text into words, spaces and newline chars\n var tokens = TextMetrics.tokenize(text);\n\n for (var i = 0; i < tokens.length; i++)\n {\n // get the word, space or newlineChar\n var token = tokens[i];\n\n // if word is a new line\n if (TextMetrics.isNewline(token))\n {\n // keep the new line\n if (!collapseNewlines)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n\n // if we should collapse repeated whitespaces\n if (collapseSpaces)\n {\n // check both this and the last tokens for spaces\n var currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n\n if (currIsBreakingSpace && lastIsBreakingSpace)\n {\n continue;\n }\n }\n\n // get word width from cache if possible\n var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth)\n {\n // if we are not already at the beginning of a line\n if (line !== '')\n {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords))\n {\n // break word into characters\n var characters = token.split('');\n\n // loop the characters\n for (var j = 0; j < characters.length; j++)\n {\n var char = characters[j];\n\n var k = 1;\n // we are not at the end of the token\n\n while (characters[j + k])\n {\n var nextChar = characters[j + k];\n var lastChar = char[char.length - 1];\n\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords))\n {\n // combine chars & move forward one\n char += nextChar;\n }\n else\n {\n break;\n }\n\n k++;\n }\n\n j += char.length - 1;\n\n var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n\n if (characterWidth + width > wordWrapWidth)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n\n line += char;\n width += characterWidth;\n }\n }\n\n // run word out of the bounds\n else\n {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0)\n {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n var isLastToken = i === tokens.length - 1;\n\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n\n // word could fit\n else\n {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth)\n {\n // if its a space we don't want it\n canPrependSpaces = false;\n\n // add a new line\n lines += TextMetrics.addLine(line);\n\n // start a new line\n line = '';\n width = 0;\n }\n\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces)\n {\n // add the word to the current line\n line += token;\n\n // update width counter\n width += tokenWidth;\n }\n }\n }\n\n lines += TextMetrics.addLine(line, false);\n\n return lines;\n};\n\n/**\n * Convienience function for logging each line added during the wordWrap\n * method\n *\n * @private\n * @param {string} line - The line of text to add\n * @param {boolean} newLine - Add new line character to end\n * @return {string} A formatted line\n */\nTextMetrics.addLine = function addLine (line, newLine)\n{\n if ( newLine === void 0 ) newLine = true;\n\n line = TextMetrics.trimRight(line);\n\n line = (newLine) ? (line + \"\\n\") : line;\n\n return line;\n};\n\n/**\n * Gets & sets the widths of calculated characters in a cache object\n *\n * @private\n * @param {string} key The key\n * @param {number} letterSpacing The letter spacing\n * @param {object} cache The cache\n * @param {CanvasRenderingContext2D} context The canvas context\n * @return {number} The from cache.\n */\nTextMetrics.getFromCache = function getFromCache (key, letterSpacing, cache, context)\n{\n var width = cache[key];\n\n if (width === undefined)\n {\n var spacing = ((key.length) * letterSpacing);\n\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n\n return width;\n};\n\n/**\n * Determines whether we should collapse breaking spaces\n *\n * @private\n * @param {string} whiteSpace The TextStyle property whiteSpace\n * @return {boolean} should collapse\n */\nTextMetrics.collapseSpaces = function collapseSpaces (whiteSpace)\n{\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n};\n\n/**\n * Determines whether we should collapse newLine chars\n *\n * @private\n * @param {string} whiteSpace The white space\n * @return {boolean} should collapse\n */\nTextMetrics.collapseNewlines = function collapseNewlines (whiteSpace)\n{\n return (whiteSpace === 'normal');\n};\n\n/**\n * trims breaking whitespaces from string\n *\n * @private\n * @param {string} text The text\n * @return {string} trimmed string\n */\nTextMetrics.trimRight = function trimRight (text)\n{\n if (typeof text !== 'string')\n {\n return '';\n }\n\n for (var i = text.length - 1; i >= 0; i--)\n {\n var char = text[i];\n\n if (!TextMetrics.isBreakingSpace(char))\n {\n break;\n }\n\n text = text.slice(0, -1);\n }\n\n return text;\n};\n\n/**\n * Determines if char is a newline.\n *\n * @private\n * @param {string} char The character\n * @return {boolean} True if newline, False otherwise.\n */\nTextMetrics.isNewline = function isNewline (char)\n{\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n};\n\n/**\n * Determines if char is a breaking whitespace.\n *\n * @private\n * @param {string} char The character\n * @return {boolean} True if whitespace, False otherwise.\n */\nTextMetrics.isBreakingSpace = function isBreakingSpace (char)\n{\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n};\n\n/**\n * Splits a string into words, breaking-spaces and newLine characters\n *\n * @private\n * @param {string} text The text\n * @return {string[]} A tokenized array\n */\nTextMetrics.tokenize = function tokenize (text)\n{\n var tokens = [];\n var token = '';\n\n if (typeof text !== 'string')\n {\n return tokens;\n }\n\n for (var i = 0; i < text.length; i++)\n {\n var char = text[i];\n\n if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char))\n {\n if (token !== '')\n {\n tokens.push(token);\n token = '';\n }\n\n tokens.push(char);\n\n continue;\n }\n\n token += char;\n }\n\n if (token !== '')\n {\n tokens.push(token);\n }\n\n return tokens;\n};\n\n/**\n * This method exists to be easily overridden\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n *\n * @private\n * @param {string} token The token\n * @param {boolean} breakWords The style attr break words\n * @return {boolean} whether to break word or not\n */\nTextMetrics.canBreakWords = function canBreakWords (token, breakWords)\n{\n return breakWords;\n};\n\n/**\n * This method exists to be easily overridden\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n *\n * @private\n * @param {string} char The character\n * @param {string} nextChar The next character\n * @param {string} token The token/word the characters are from\n * @param {number} index The index in the token of the char\n * @param {boolean} breakWords The style attr break words\n * @return {boolean} whether to break word or not\n */\nTextMetrics.canBreakChars = function canBreakChars (char, nextChar, token, index, breakWords) // eslint-disable-line no-unused-vars\n{\n return true;\n};\n\n/**\n * Calculates the ascent, descent and fontSize of a given font-style\n *\n * @static\n * @param {string} font - String representing the style of the font\n * @return {PIXI.IFontMetrics} Font properties object\n */\nTextMetrics.measureFont = function measureFont (font)\n{\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font])\n {\n return TextMetrics._fonts[font];\n }\n\n var properties = {};\n\n var canvas = TextMetrics._canvas;\n var context = TextMetrics._context;\n\n context.font = font;\n\n var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n var width = Math.ceil(context.measureText(metricsString).width);\n var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n var height = 2 * baseline;\n\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n\n canvas.width = width;\n canvas.height = height;\n\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n\n context.font = font;\n\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n\n var imagedata = context.getImageData(0, 0, width, height).data;\n var pixels = imagedata.length;\n var line = width * 4;\n\n var i = 0;\n var idx = 0;\n var stop = false;\n\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i)\n {\n for (var j = 0; j < line; j += 4)\n {\n if (imagedata[idx + j] !== 255)\n {\n stop = true;\n break;\n }\n }\n if (!stop)\n {\n idx += line;\n }\n else\n {\n break;\n }\n }\n\n properties.ascent = baseline - i;\n\n idx = pixels - line;\n stop = false;\n\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i)\n {\n for (var j$1 = 0; j$1 < line; j$1 += 4)\n {\n if (imagedata[idx + j$1] !== 255)\n {\n stop = true;\n break;\n }\n }\n\n if (!stop)\n {\n idx -= line;\n }\n else\n {\n break;\n }\n }\n\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n\n TextMetrics._fonts[font] = properties;\n\n return properties;\n};\n\n/**\n * Clear font metrics in metrics cache.\n *\n * @static\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\nTextMetrics.clearMetrics = function clearMetrics (font)\n{\n if ( font === void 0 ) font = '';\n\n if (font)\n {\n delete TextMetrics._fonts[font];\n }\n else\n {\n TextMetrics._fonts = {};\n }\n};\n\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n *\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n\nvar canvas = document.createElement('canvas');\n\ncanvas.width = canvas.height = 10;\n\n/**\n * Cached canvas element for measuring text\n *\n * @memberof PIXI.TextMetrics\n * @type {HTMLCanvasElement}\n * @private\n */\nTextMetrics._canvas = canvas;\n\n/**\n * Cache for context to use.\n *\n * @memberof PIXI.TextMetrics\n * @type {CanvasRenderingContext2D}\n * @private\n */\nTextMetrics._context = canvas.getContext('2d');\n\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n *\n * @memberof PIXI.TextMetrics\n * @type {Object}\n * @private\n */\nTextMetrics._fonts = {};\n\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n\n/**\n * Baseline symbol for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n\n/**\n * Baseline multiplier for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n\n/**\n * Cache of new line chars.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A, // line feed\n 0x000D ];\n\n/**\n * Cache of breaking spaces.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009, // character tabulation\n 0x0020, // space\n 0x2000, // en quad\n 0x2001, // em quad\n 0x2002, // en space\n 0x2003, // em space\n 0x2004, // three-per-em space\n 0x2005, // four-per-em space\n 0x2006, // six-per-em space\n 0x2008, // punctuation space\n 0x2009, // thin space\n 0x200A, // hair space\n 0x205F, // medium mathematical space\n 0x3000 ];\n\n/**\n * A number, or a string containing a number.\n *\n * @memberof PIXI\n * @typedef IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n\n/* eslint max-depth: [2, 8] */\n\nvar defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the next,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nvar Text = /*@__PURE__*/(function (Sprite) {\n function Text(text, style, canvas)\n {\n canvas = canvas || document.createElement('canvas');\n\n canvas.width = 3;\n canvas.height = 3;\n\n var texture = Texture.from(canvas);\n\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n\n Sprite.call(this, texture);\n\n /**\n * The canvas element that everything is drawn to\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = canvas;\n\n /**\n * The canvas 2d context that everything is drawn with\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n this._resolution = settings.RESOLUTION;\n this._autoResolution = true;\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = null;\n\n /**\n * Private tracker for the current style.\n *\n * @member {object}\n * @private\n */\n this._style = null;\n /**\n * Private listener to track style changes.\n *\n * @member {Function}\n * @private\n */\n this._styleListener = null;\n\n /**\n * Private tracker for the current font.\n *\n * @member {string}\n * @private\n */\n this._font = '';\n\n this.text = text;\n this.style = style;\n\n this.localStyleID = -1;\n }\n\n if ( Sprite ) Text.__proto__ = Sprite;\n Text.prototype = Object.create( Sprite && Sprite.prototype );\n Text.prototype.constructor = Text;\n\n var prototypeAccessors = { width: { configurable: true },height: { configurable: true },style: { configurable: true },text: { configurable: true },resolution: { configurable: true } };\n\n /**\n * Renders text and updates it when needed.\n *\n * @private\n * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n Text.prototype.updateText = function updateText (respectDirty)\n {\n var style = this._style;\n\n // check if style has changed..\n if (this.localStyleID !== style.styleID)\n {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n\n if (!this.dirty && respectDirty)\n {\n return;\n }\n\n this._font = this._style.toFontString();\n\n var context = this.context;\n var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n var width = measured.width;\n var height = measured.height;\n var lines = measured.lines;\n var lineHeight = measured.lineHeight;\n var lineWidths = measured.lineWidths;\n var maxLineWidth = measured.maxLineWidth;\n var fontProperties = measured.fontProperties;\n\n this.canvas.width = Math.ceil((Math.max(1, width) + (style.padding * 2)) * this._resolution);\n this.canvas.height = Math.ceil((Math.max(1, height) + (style.padding * 2)) * this._resolution);\n\n context.scale(this._resolution, this._resolution);\n\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n\n context.font = this._font;\n context.strokeStyle = style.stroke;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n var linePositionX;\n var linePositionY;\n\n if (style.dropShadow)\n {\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n\n context.shadowColor = \"rgba(\" + (rgb[0] * 255) + \",\" + (rgb[1] * 255) + \",\" + (rgb[2] * 255) + \",\" + (style.dropShadowAlpha) + \")\";\n context.shadowBlur = style.dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * style.dropShadowDistance;\n }\n else\n {\n context.shadowColor = 0;\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines);\n\n // draw lines line by line\n for (var i = 0; i < lines.length; i++)\n {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i * lineHeight)) + fontProperties.ascent;\n\n if (style.align === 'right')\n {\n linePositionX += maxLineWidth - lineWidths[i];\n }\n else if (style.align === 'center')\n {\n linePositionX += (maxLineWidth - lineWidths[i]) / 2;\n }\n\n if (style.stroke && style.strokeThickness)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding,\n true\n );\n }\n\n if (style.fill)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding\n );\n }\n }\n\n this.updateTexture();\n };\n\n /**\n * Render the text with letter-spacing.\n * @param {string} text - The text to draw\n * @param {number} x - Horizontal position to draw the text\n * @param {number} y - Vertical position to draw the text\n * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n * @private\n */\n Text.prototype.drawLetterSpacing = function drawLetterSpacing (text, x, y, isStroke)\n {\n if ( isStroke === void 0 ) isStroke = false;\n\n var style = this._style;\n\n // letterSpacing of 0 means normal\n var letterSpacing = style.letterSpacing;\n\n if (letterSpacing === 0)\n {\n if (isStroke)\n {\n this.context.strokeText(text, x, y);\n }\n else\n {\n this.context.fillText(text, x, y);\n }\n\n return;\n }\n\n var currentPosition = x;\n\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n var stringArray = Array.from ? Array.from(text) : text.split('');\n\n for (var i = 0; i < stringArray.length; ++i)\n {\n var currentChar = stringArray[i];\n\n if (isStroke)\n {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else\n {\n this.context.fillText(currentChar, currentPosition, y);\n }\n currentPosition += this.context.measureText(currentChar).width + letterSpacing;\n }\n };\n\n /**\n * Updates texture size based on canvas size\n *\n * @private\n */\n Text.prototype.updateTexture = function updateTexture ()\n {\n var canvas = this.canvas;\n\n if (this._style.trim)\n {\n var trimmed = trimCanvas(canvas);\n\n if (trimmed.data)\n {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n\n var texture = this._texture;\n var style = this._style;\n var padding = style.trim ? 0 : style.padding;\n var baseTexture = texture.baseTexture;\n\n texture.trim.width = texture._frame.width = canvas.width / this._resolution;\n texture.trim.height = texture._frame.height = canvas.height / this._resolution;\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n\n this.dirty = false;\n };\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Text.prototype.render = function render (renderer)\n {\n if (this._autoResolution && this._resolution !== renderer.resolution)\n {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n\n this.updateText(true);\n\n Sprite.prototype.render.call(this, renderer);\n };\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n Text.prototype._renderCanvas = function _renderCanvas (renderer)\n {\n if (this._autoResolution && this._resolution !== renderer.resolution)\n {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n\n this.updateText(true);\n\n Sprite.prototype._renderCanvas.call(this, renderer);\n };\n\n /**\n * Gets the local bounds of the text object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n Text.prototype.getLocalBounds = function getLocalBounds (rect)\n {\n this.updateText(true);\n\n return Sprite.prototype.getLocalBounds.call(this, rect);\n };\n\n /**\n * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.\n * @protected\n */\n Text.prototype._calculateBounds = function _calculateBounds ()\n {\n this.updateText(true);\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n };\n\n /**\n * Method to be called upon a TextStyle change.\n * @private\n */\n Text.prototype._onStyleChange = function _onStyleChange ()\n {\n this.dirty = true;\n };\n\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n *\n * @private\n * @param {object} style - The style.\n * @param {string[]} lines - The lines of text.\n * @return {string|number|CanvasGradient} The fill style\n */\n Text.prototype._generateFillStyle = function _generateFillStyle (style, lines)\n {\n if (!Array.isArray(style.fill))\n {\n return style.fill;\n }\n\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n var totalIterations;\n var currentIteration;\n var stop;\n\n var width = this.canvas.width / this._resolution;\n var height = this.canvas.height / this._resolution;\n\n // make a copy of the style settings, so we can manipulate them later\n var fill = style.fill.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length)\n {\n var lengthPlus1 = fill.length + 1;\n\n for (var i = 1; i < lengthPlus1; ++i)\n {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(style.fill[0]);\n fillGradientStops.unshift(0);\n\n fill.push(style.fill[style.fill.length - 1]);\n fillGradientStops.push(1);\n\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)\n {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height);\n\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n totalIterations = (fill.length + 1) * lines.length;\n currentIteration = 0;\n for (var i$1 = 0; i$1 < lines.length; i$1++)\n {\n currentIteration += 1;\n for (var j = 0; j < fill.length; j++)\n {\n if (typeof fillGradientStops[j] === 'number')\n {\n stop = (fillGradientStops[j] / lines.length) + (i$1 / lines.length);\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[j]);\n currentIteration++;\n }\n }\n }\n else\n {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(0, height / 2, width, height / 2);\n\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n totalIterations = fill.length + 1;\n currentIteration = 1;\n\n for (var i$2 = 0; i$2 < fill.length; i$2++)\n {\n if (typeof fillGradientStops[i$2] === 'number')\n {\n stop = fillGradientStops[i$2];\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i$2]);\n currentIteration++;\n }\n }\n\n return gradient;\n };\n\n /**\n * Destroys this text object.\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n Text.prototype.destroy = function destroy (options)\n {\n if (typeof options === 'boolean')\n {\n options = { children: options };\n }\n\n options = Object.assign({}, defaultDestroyOptions, options);\n\n Sprite.prototype.destroy.call(this, options);\n\n // make sure to reset the the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n\n this._style = null;\n };\n\n /**\n * The width of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n prototypeAccessors.width.get = function ()\n {\n this.updateText(true);\n\n return Math.abs(this.scale.x) * this._texture.orig.width;\n };\n\n prototypeAccessors.width.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.updateText(true);\n\n var s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n };\n\n /**\n * The height of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n prototypeAccessors.height.get = function ()\n {\n this.updateText(true);\n\n return Math.abs(this.scale.y) * this._texture.orig.height;\n };\n\n prototypeAccessors.height.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.updateText(true);\n\n var s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n };\n\n /**\n * Set the style of the text. Set up an event listener to listen for changes on the style\n * object and mark the text as dirty.\n *\n * @member {object|PIXI.TextStyle}\n */\n prototypeAccessors.style.get = function ()\n {\n return this._style;\n };\n\n prototypeAccessors.style.set = function (style) // eslint-disable-line require-jsdoc\n {\n style = style || {};\n\n if (style instanceof TextStyle)\n {\n this._style = style;\n }\n else\n {\n this._style = new TextStyle(style);\n }\n\n this.localStyleID = -1;\n this.dirty = true;\n };\n\n /**\n * Set the copy for the text object. To split a line you can use '\\n'.\n *\n * @member {string}\n */\n prototypeAccessors.text.get = function ()\n {\n return this._text;\n };\n\n prototypeAccessors.text.set = function (text) // eslint-disable-line require-jsdoc\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n };\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n prototypeAccessors.resolution.get = function ()\n {\n return this._resolution;\n };\n\n prototypeAccessors.resolution.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._autoResolution = false;\n\n if (this._resolution === value)\n {\n return;\n }\n\n this._resolution = value;\n this.dirty = true;\n };\n\n Object.defineProperties( Text.prototype, prototypeAccessors );\n\n return Text;\n}(Sprite));\n\nexport { TEXT_GRADIENT, Text, TextMetrics, TextStyle };\n//# sourceMappingURL=text.es.js.map\n","/*!\n * @pixi/prepare - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/prepare is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Texture, BaseTexture } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { Container } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n *\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\n/**\n * CountLimiter limits the number of items handled by a {@link PIXI.prepare.BasePrepare} to a specified\n * number of items per frame.\n *\n * @class\n * @memberof PIXI.prepare\n */\nvar CountLimiter = function CountLimiter(maxItemsPerFrame)\n{\n /**\n * The maximum number of items that can be prepared each frame.\n * @type {number}\n * @private\n */\n this.maxItemsPerFrame = maxItemsPerFrame;\n /**\n * The number of items that can be prepared in the current frame.\n * @type {number}\n * @private\n */\n this.itemsLeft = 0;\n};\n\n/**\n * Resets any counting properties to start fresh on a new frame.\n */\nCountLimiter.prototype.beginFrame = function beginFrame ()\n{\n this.itemsLeft = this.maxItemsPerFrame;\n};\n\n/**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\nCountLimiter.prototype.allowedToUpload = function allowedToUpload ()\n{\n return this.itemsLeft-- > 0;\n};\n\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.prepare.Prepare} and {@link PIXI.prepare.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n *\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n *\n * @abstract\n * @class\n * @memberof PIXI.prepare\n */\nvar BasePrepare = function BasePrepare(renderer)\n{\n var this$1 = this;\n\n /**\n * The limiter to be used to control how quickly items are prepared.\n * @type {PIXI.prepare.CountLimiter|PIXI.prepare.TimeLimiter}\n */\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n\n /**\n * Reference to the renderer.\n * @type {PIXI.AbstractRenderer}\n * @protected\n */\n this.renderer = renderer;\n\n /**\n * The only real difference between CanvasPrepare and Prepare is what they pass\n * to upload hooks. That different parameter is stored here.\n * @type {PIXI.prepare.CanvasPrepare|PIXI.Renderer}\n * @protected\n */\n this.uploadHookHelper = null;\n\n /**\n * Collection of items to uploads at once.\n * @type {Array<*>}\n * @private\n */\n this.queue = [];\n\n /**\n * Collection of additional hooks for finding assets.\n * @type {Array}\n * @private\n */\n this.addHooks = [];\n\n /**\n * Collection of additional hooks for processing assets.\n * @type {Array}\n * @private\n */\n this.uploadHooks = [];\n\n /**\n * Callback to call after completed.\n * @type {Array}\n * @private\n */\n this.completes = [];\n\n /**\n * If prepare is ticking (running).\n * @type {boolean}\n * @private\n */\n this.ticking = false;\n\n /**\n * 'bound' call for prepareItems().\n * @type {Function}\n * @private\n */\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!this$1.queue)\n {\n return;\n }\n this$1.prepareItems();\n };\n\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n};\n\n/**\n * Upload all the textures and graphics to the GPU.\n *\n * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item -\n * Either the container or display object to search for items to upload, the items to upload themselves,\n * or the callback function, if items have been added using `prepare.add`.\n * @param {Function} [done] - Optional callback when all queued uploads have completed\n */\nBasePrepare.prototype.upload = function upload (item, done)\n{\n if (typeof item === 'function')\n {\n done = item;\n item = null;\n }\n\n // If a display object, search for items\n // that we could upload\n if (item)\n {\n this.add(item);\n }\n\n // Get the items for upload from the display\n if (this.queue.length)\n {\n if (done)\n {\n this.completes.push(done);\n }\n\n if (!this.ticking)\n {\n this.ticking = true;\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else if (done)\n {\n done();\n }\n};\n\n/**\n * Handle tick update\n *\n * @private\n */\nBasePrepare.prototype.tick = function tick ()\n{\n setTimeout(this.delayedTick, 0);\n};\n\n/**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n *\n * @private\n */\nBasePrepare.prototype.prepareItems = function prepareItems ()\n{\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload())\n {\n var item = this.queue[0];\n var uploaded = false;\n\n if (item && !item._destroyed)\n {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++)\n {\n if (this.uploadHooks[i](this.uploadHookHelper, item))\n {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n\n if (!uploaded)\n {\n this.queue.shift();\n }\n }\n\n // We're finished\n if (!this.queue.length)\n {\n this.ticking = false;\n\n var completes = this.completes.slice(0);\n\n this.completes.length = 0;\n\n for (var i$1 = 0, len$1 = completes.length; i$1 < len$1; i$1++)\n {\n completes[i$1]();\n }\n }\n else\n {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n};\n\n/**\n * Adds hooks for finding items.\n *\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @return {PIXI.prepare.BasePrepare} Instance of plugin for chaining.\n */\nBasePrepare.prototype.registerFindHook = function registerFindHook (addHook)\n{\n if (addHook)\n {\n this.addHooks.push(addHook);\n }\n\n return this;\n};\n\n/**\n * Adds hooks for uploading items.\n *\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @return {PIXI.prepare.BasePrepare} Instance of plugin for chaining.\n */\nBasePrepare.prototype.registerUploadHook = function registerUploadHook (uploadHook)\n{\n if (uploadHook)\n {\n this.uploadHooks.push(uploadHook);\n }\n\n return this;\n};\n\n/**\n * Manually add an item to the uploading queue.\n *\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @return {PIXI.prepare.BasePrepare} Instance of plugin for chaining.\n */\nBasePrepare.prototype.add = function add (item)\n{\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++)\n {\n if (this.addHooks[i](item, this.queue))\n {\n break;\n }\n }\n\n // Get children recursively\n if (item instanceof Container)\n {\n for (var i$1 = item.children.length - 1; i$1 >= 0; i$1--)\n {\n this.add(item.children[i$1]);\n }\n }\n\n return this;\n};\n\n/**\n * Destroys the plugin, don't use after this.\n *\n */\nBasePrepare.prototype.destroy = function destroy ()\n{\n if (this.ticking)\n {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n};\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findMultipleBaseTextures(item, queue)\n{\n var result = false;\n\n // Objects with multiple textures\n if (item && item._textures && item._textures.length)\n {\n for (var i = 0; i < item._textures.length; i++)\n {\n if (item._textures[i] instanceof Texture)\n {\n var baseTexture = item._textures[i].baseTexture;\n\n if (queue.indexOf(baseTexture) === -1)\n {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n\n return result;\n}\n\n/**\n * Built-in hook to find BaseTextures from Sprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue)\n{\n // Objects with textures, like Sprites/Text\n if (item instanceof BaseTexture)\n {\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find textures from objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue)\n{\n if (item._texture && item._texture instanceof Texture)\n {\n var texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n *\n * @private\n * @param {PIXI.Renderer|PIXI.CanvasPrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction drawText(helper, item)\n{\n if (item instanceof Text)\n {\n // updating text will return early if it is not dirty\n item.updateText(true);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n *\n * @private\n * @param {PIXI.Renderer|PIXI.CanvasPrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction calculateTextStyle(helper, item)\n{\n if (item instanceof TextStyle)\n {\n var font = item.toFontString();\n\n TextMetrics.measureFont(font);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find Text objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Text object was found.\n */\nfunction findText(item, queue)\n{\n if (item instanceof Text)\n {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1)\n {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find TextStyle objects.\n *\n * @private\n * @param {PIXI.TextStyle} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item, queue)\n{\n if (item instanceof TextStyle)\n {\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.prepare`\n *\n * @class\n * @extends PIXI.prepare.BasePrepare\n * @memberof PIXI.prepare\n */\nvar Prepare = /*@__PURE__*/(function (BasePrepare) {\n function Prepare(renderer)\n {\n BasePrepare.call(this, renderer);\n\n this.uploadHookHelper = this.renderer;\n\n // Add textures and graphics to upload\n this.registerFindHook(findGraphics);\n this.registerUploadHook(uploadBaseTextures);\n this.registerUploadHook(uploadGraphics);\n }\n\n if ( BasePrepare ) Prepare.__proto__ = BasePrepare;\n Prepare.prototype = Object.create( BasePrepare && BasePrepare.prototype );\n Prepare.prototype.constructor = Prepare;\n\n return Prepare;\n}(BasePrepare));\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadBaseTextures(renderer, item)\n{\n if (item instanceof BaseTexture)\n {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[renderer.CONTEXT_UID])\n {\n renderer.textureManager.updateTexture(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadGraphics(renderer, item)\n{\n if (item instanceof Graphics)\n {\n // if the item is not dirty and already has webgl data, then it got prepared or rendered\n // before now and we shouldn't waste time updating it again\n if (item.dirty || item.clearDirty || !item._webGL[renderer.plugins.graphics.CONTEXT_UID])\n {\n renderer.plugins.graphics.updateGraphics(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find graphics.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item, queue)\n{\n if (item instanceof Graphics)\n {\n queue.push(item);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n *\n * @class\n * @memberof PIXI.prepare\n */\nvar TimeLimiter = function TimeLimiter(maxMilliseconds)\n{\n /**\n * The maximum milliseconds that can be spent preparing items each frame.\n * @type {number}\n * @private\n */\n this.maxMilliseconds = maxMilliseconds;\n /**\n * The start time of the current frame.\n * @type {number}\n * @private\n */\n this.frameStart = 0;\n};\n\n/**\n * Resets any counting properties to start fresh on a new frame.\n */\nTimeLimiter.prototype.beginFrame = function beginFrame ()\n{\n this.frameStart = Date.now();\n};\n\n/**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\nTimeLimiter.prototype.allowedToUpload = function allowedToUpload ()\n{\n return Date.now() - this.frameStart < this.maxMilliseconds;\n};\n\n/**\n * The prepare namespace provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n * @namespace PIXI.prepare\n */\n\nexport { BasePrepare, CountLimiter, Prepare, TimeLimiter };\n//# sourceMappingURL=prepare.es.js.map\n","/*!\n * @pixi/app - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/app is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Container } from '@pixi/display';\nimport { autoDetectRenderer } from '@pixi/core';\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n *\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n *\n * @class\n * @memberof PIXI\n */\nvar Application = function Application(options)\n{\n var this$1 = this;\n\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n\n /**\n * WebGL renderer if available, otherwise CanvasRenderer.\n * @member {PIXI.Renderer|PIXI.CanvasRenderer}\n */\n this.renderer = autoDetectRenderer(options);\n\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n\n // install plugins here\n Application._plugins.forEach(function (plugin) {\n plugin.init.call(this$1, options);\n });\n};\n\nvar prototypeAccessors = { view: { configurable: true },screen: { configurable: true } };\n\n/**\n * Register a middleware plugin for the application\n * @static\n * @param {PIXI.Application.Plugin} plugin - Plugin being installed\n */\nApplication.registerPlugin = function registerPlugin (plugin)\n{\n Application._plugins.push(plugin);\n};\n\n/**\n * Render the current stage.\n */\nApplication.prototype.render = function render ()\n{\n this.renderer.render(this.stage);\n};\n\n/**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\nprototypeAccessors.view.get = function ()\n{\n return this.renderer.view;\n};\n\n/**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\nprototypeAccessors.screen.get = function ()\n{\n return this.renderer.screen;\n};\n\n/**\n * Destroy and don't use after this.\n * @param {Boolean} [removeView=false] Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\nApplication.prototype.destroy = function destroy (removeView)\n{\n var this$1 = this;\n\n // Destroy plugins in the opposite order\n // which they were constructed\n var plugins = Application._plugins.slice(0);\n\n plugins.reverse();\n plugins.forEach(function (plugin) {\n plugin.destroy.call(this$1);\n });\n\n this.stage.destroy();\n this.stage = null;\n\n this.renderer.destroy(removeView);\n this.renderer = null;\n\n this._options = null;\n};\n\nObject.defineProperties( Application.prototype, prototypeAccessors );\n\n/**\n * @memberof PIXI.Application\n * @typedef {object} Plugin\n * @property {function} init - Called when Application is constructed, scoped to Application instance.\n * Passes in `options` as the only argument, which are Application constructor options.\n * @property {function} destroy - Called when destroying Application, scoped to Application instance\n */\n\n/**\n * Collection of installed plugins.\n * @static\n * @private\n * @type {PIXI.Application.Plugin[]}\n */\nApplication._plugins = [];\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nvar ResizePlugin = function ResizePlugin () {};\n\nResizePlugin.init = function init (options)\n{\n var this$1 = this;\n\n /**\n * The element or window to resize the application to.\n * @type {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n Object.defineProperty(this, 'resizeTo',\n {\n set: function set(dom)\n {\n window.removeEventListener('resize', this.resize);\n this._resizeTo = dom;\n if (dom)\n {\n window.addEventListener('resize', this.resize);\n this.resize();\n }\n },\n get: function get()\n {\n return this._resizeTo;\n },\n });\n\n /**\n * If `resizeTo` is set, calling this function\n * will resize to the width and height of that element.\n * @method PIXI.Application#resize\n */\n this.resize = function () {\n if (this$1._resizeTo)\n {\n // Resize to the window\n if (this$1._resizeTo === window)\n {\n this$1.renderer.resize(\n window.innerWidth,\n window.innerHeight\n );\n }\n // Resize to other HTML entities\n else\n {\n this$1.renderer.resize(\n this$1._resizeTo.clientWidth,\n this$1._resizeTo.clientHeight\n );\n }\n }\n };\n\n // On resize\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n};\n\n/**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\nResizePlugin.destroy = function destroy ()\n{\n this.resizeTo = null;\n this.resize = null;\n};\n\nApplication.registerPlugin(ResizePlugin);\n\nexport { Application };\n//# sourceMappingURL=app.es.js.map\n","'use strict';\n\nObject.defineProperty(exports, '__esModule', {\n value: true\n});\n\nvar _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }\n\nvar MiniSignalBinding = (function () {\n function MiniSignalBinding(fn, once, thisArg) {\n if (once === undefined) once = false;\n\n _classCallCheck(this, MiniSignalBinding);\n\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n\n _createClass(MiniSignalBinding, [{\n key: 'detach',\n value: function detach() {\n if (this._owner === null) return false;\n this._owner.detach(this);\n return true;\n }\n }]);\n\n return MiniSignalBinding;\n})();\n\nfunction _addMiniSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n } else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n\n node._owner = self;\n\n return node;\n}\n\nvar MiniSignal = (function () {\n function MiniSignal() {\n _classCallCheck(this, MiniSignal);\n\n this._head = this._tail = undefined;\n }\n\n _createClass(MiniSignal, [{\n key: 'handlers',\n value: function handlers() {\n var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0];\n\n var node = this._head;\n\n if (exists) return !!node;\n\n var ee = [];\n\n while (node) {\n ee.push(node);\n node = node._next;\n }\n\n return ee;\n }\n }, {\n key: 'has',\n value: function has(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.');\n }\n\n return node._owner === this;\n }\n }, {\n key: 'dispatch',\n value: function dispatch() {\n var node = this._head;\n\n if (!node) return false;\n\n while (node) {\n if (node._once) this.detach(node);\n node._fn.apply(node._thisArg, arguments);\n node = node._next;\n }\n\n return true;\n }\n }, {\n key: 'add',\n value: function add(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg));\n }\n }, {\n key: 'once',\n value: function once(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg));\n }\n }, {\n key: 'detach',\n value: function detach(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.');\n }\n if (node._owner !== this) return this;\n\n if (node._prev) node._prev._next = node._next;\n if (node._next) node._next._prev = node._prev;\n\n if (node === this._head) {\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n } else if (node === this._tail) {\n this._tail = node._prev;\n this._tail._next = null;\n }\n\n node._owner = null;\n return this;\n }\n }, {\n key: 'detachAll',\n value: function detachAll() {\n var node = this._head;\n if (!node) return this;\n\n this._head = this._tail = null;\n\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n }\n }]);\n\n return MiniSignal;\n})();\n\nMiniSignal.MiniSignalBinding = MiniSignalBinding;\n\nexports['default'] = MiniSignal;\nmodule.exports = exports['default'];\n","'use strict'\n\nmodule.exports = function parseURI (str, opts) {\n opts = opts || {}\n\n var o = {\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n }\n\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str)\n var uri = {}\n var i = 14\n\n while (i--) uri[o.key[i]] = m[i] || ''\n\n uri[o.q.name] = {}\n uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) {\n if ($1) uri[o.q.name][$1] = $2\n })\n\n return uri\n}\n","'use strict';\n\nexports.__esModule = true;\nexports.eachSeries = eachSeries;\nexports.queue = queue;\n/**\n * Smaller version of the async library constructs.\n *\n * @namespace async\n */\n\n/**\n * Noop function\n *\n * @ignore\n * @function\n * @memberof async\n */\nfunction _noop() {} /* empty */\n\n/**\n * Iterates an array in series.\n *\n * @memberof async\n * @param {Array.<*>} array - Array to iterate.\n * @param {function} iterator - Function to call for each element.\n * @param {function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\nfunction eachSeries(array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n\n (function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n\n return;\n }\n\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n } else {\n iterator(array[i++], next);\n }\n })();\n}\n\n/**\n * Ensures a function is only called once.\n *\n * @ignore\n * @memberof async\n * @param {function} fn - The function to wrap.\n * @return {function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n\n var callFn = fn;\n\n fn = null;\n callFn.apply(this, arguments);\n };\n}\n\n/**\n * Async queue implementation,\n *\n * @memberof async\n * @param {function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @return {*} The async queue object.\n */\nfunction queue(worker, concurrency) {\n if (concurrency == null) {\n // eslint-disable-line no-eq-null,eqeqeq\n concurrency = 1;\n } else if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n\n var workers = 0;\n var q = {\n _tasks: [],\n concurrency: concurrency,\n saturated: _noop,\n unsaturated: _noop,\n buffer: concurrency / 4,\n empty: _noop,\n drain: _noop,\n error: _noop,\n started: false,\n paused: false,\n push: function push(data, callback) {\n _insert(data, false, callback);\n },\n kill: function kill() {\n workers = 0;\n q.drain = _noop;\n q.started = false;\n q._tasks = [];\n },\n unshift: function unshift(data, callback) {\n _insert(data, true, callback);\n },\n process: function process() {\n while (!q.paused && workers < q.concurrency && q._tasks.length) {\n var task = q._tasks.shift();\n\n if (q._tasks.length === 0) {\n q.empty();\n }\n\n workers += 1;\n\n if (workers === q.concurrency) {\n q.saturated();\n }\n\n worker(task.data, onlyOnce(_next(task)));\n }\n },\n length: function length() {\n return q._tasks.length;\n },\n running: function running() {\n return workers;\n },\n idle: function idle() {\n return q._tasks.length + workers === 0;\n },\n pause: function pause() {\n if (q.paused === true) {\n return;\n }\n\n q.paused = true;\n },\n resume: function resume() {\n if (q.paused === false) {\n return;\n }\n\n q.paused = false;\n\n // Need to call q.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= q.concurrency; w++) {\n q.process();\n }\n }\n };\n\n function _insert(data, insertAtFront, callback) {\n if (callback != null && typeof callback !== 'function') {\n // eslint-disable-line no-eq-null,eqeqeq\n throw new Error('task callback must be a function');\n }\n\n q.started = true;\n\n if (data == null && q.idle()) {\n // eslint-disable-line no-eq-null,eqeqeq\n // call drain immediately if there are no tasks\n setTimeout(function () {\n return q.drain();\n }, 1);\n\n return;\n }\n\n var item = {\n data: data,\n callback: typeof callback === 'function' ? callback : _noop\n };\n\n if (insertAtFront) {\n q._tasks.unshift(item);\n } else {\n q._tasks.push(item);\n }\n\n setTimeout(function () {\n return q.process();\n }, 1);\n }\n\n function _next(task) {\n return function next() {\n workers -= 1;\n\n task.callback.apply(task, arguments);\n\n if (arguments[0] != null) {\n // eslint-disable-line no-eq-null,eqeqeq\n q.error(arguments[0], task.data);\n }\n\n if (workers <= q.concurrency - q.buffer) {\n q.unsaturated();\n }\n\n if (q.idle()) {\n q.drain();\n }\n\n q.process();\n };\n }\n\n return q;\n}\n//# sourceMappingURL=async.js.map","'use strict';\n\nexports.__esModule = true;\nexports.Resource = undefined;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _parseUri = require('parse-uri');\n\nvar _parseUri2 = _interopRequireDefault(_parseUri);\n\nvar _miniSignals = require('mini-signals');\n\nvar _miniSignals2 = _interopRequireDefault(_miniSignals);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest()));\nvar tempAnchor = null;\n\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() {} /* empty */\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\n\nvar Resource = exports.Resource = function () {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n };\n\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n\n\n Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) {\n setExtMap(Resource._xhrTypeMap, extname, xhrType);\n };\n\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {Resource.IMetadata} [options.metadata] - Extra configuration for middleware and the Resource object.\n */\n\n\n function Resource(name, url, options) {\n _classCallCheck(this, Resource);\n\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n\n options = options || {};\n\n /**\n * The state flags of this resource.\n *\n * @private\n * @member {number}\n */\n this._flags = 0;\n\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n\n /**\n * The name of this resource.\n *\n * @readonly\n * @member {string}\n */\n this.name = name;\n\n /**\n * The url used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.url = url;\n\n /**\n * The extension used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.extension = this._getExtension();\n\n /**\n * The data that was loaded by the resource.\n *\n * @member {any}\n */\n this.data = null;\n\n /**\n * Is this request cross-origin? If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * A timeout in milliseconds for the load. If the load takes longer than this time\n * it is cancelled and the load is considered a failure. If this value is set to `0`\n * then there is no explicit timeout.\n *\n * @member {number}\n */\n this.timeout = options.timeout || 0;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {Resource.IMetadata}\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @readonly\n * @member {Error}\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @readonly\n * @member {XMLHttpRequest}\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @readonly\n * @member {Resource[]}\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @readonly\n * @member {Resource.TYPE}\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @readonly\n * @member {number}\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The timer for element loads to check if they timeout.\n *\n * @private\n * @member {number}\n */\n this._elementTimer = 0;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n /**\n * The `_onTimeout` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnTimeout = this._onTimeout.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new _miniSignals2.default();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new _miniSignals2.default();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new _miniSignals2.default();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new _miniSignals2.default();\n }\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * @memberof Resource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @readonly\n * @member {boolean}\n */\n\n\n /**\n * Marks the resource as complete.\n *\n */\n Resource.prototype.complete = function complete() {\n this._clearEvents();\n this._finish();\n };\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n\n\n Resource.prototype.abort = function abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // clear events before calling aborts\n this._clearEvents();\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n } else if (this.xdr) {\n this.xdr.abort();\n } else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this._finish();\n };\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {Resource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n\n\n Resource.prototype.load = function load(cb) {\n var _this = this;\n\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () {\n return cb(_this);\n }, 1);\n }\n\n return;\n } else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n } else {\n this._loadXhr();\n }\n break;\n }\n };\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n\n\n Resource.prototype._hasFlag = function _hasFlag(flag) {\n return (this._flags & flag) !== 0;\n };\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n\n\n Resource.prototype._setFlag = function _setFlag(flag, value) {\n this._flags = value ? this._flags | flag : this._flags & ~flag;\n };\n\n /**\n * Clears all the events from the underlying loading source.\n *\n * @private\n */\n\n\n Resource.prototype._clearEvents = function _clearEvents() {\n clearTimeout(this._elementTimer);\n\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n } else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n\n /**\n * Finalizes the load.\n *\n * @private\n */\n\n\n Resource.prototype._finish = function _finish() {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n };\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadElement = function _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadSourceElement = function _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort('Unsupported element: ' + type);\n\n return;\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n } else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n } else {\n var _mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes));\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n\n\n Resource.prototype._loadXhr = function _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n xhr.timeout = this.timeout;\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n } else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n };\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n\n\n Resource.prototype._loadXdr = function _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xdr = this.xhr = new XDomainRequest(); // eslint-disable-line no-undef\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () {\n return xdr.send();\n }, 1);\n };\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n\n\n Resource.prototype._createSource = function _createSource(type, url, mime) {\n if (!mime) {\n mime = type + '/' + this._getExtension(url);\n }\n\n var source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n };\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n\n\n Resource.prototype._onError = function _onError(event) {\n this.abort('Failed to load element using: ' + event.target.nodeName);\n };\n\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n\n\n Resource.prototype._onProgress = function _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n\n /**\n * Called if a timeout event fires for an element.\n *\n * @private\n */\n\n\n Resource.prototype._onTimeout = function _onTimeout() {\n this.abort('Load timed out.');\n };\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n\n\n Resource.prototype._xhrOnError = function _xhrOnError() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: \"' + xhr.statusText + '\"');\n };\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n\n\n Resource.prototype._xhrOnTimeout = function _xhrOnTimeout() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request timed out.');\n };\n\n /**\n * Called if an abort event fires for xhr/xdr.\n *\n * @private\n */\n\n\n Resource.prototype._xhrOnAbort = function _xhrOnAbort() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request was aborted by the user.');\n };\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n\n\n Resource.prototype._xhrOnLoad = function _xhrOnLoad() {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n var statusType = status / 100 | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n } catch (e) {\n this.abort('Error trying to parse loaded json: ' + e);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n var domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n } else {\n var div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n } catch (e) {\n this.abort('Error trying to parse loaded xml: ' + e);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n } else {\n this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL);\n\n return;\n }\n\n this.complete();\n };\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n\n\n Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match window.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (window.origin !== window.location.origin) {\n return 'anonymous';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true });\n\n var samePort = !url.port && loc.port === '' || url.port === loc.port;\n var protocol = url.protocol ? url.protocol + ':' : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n };\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n\n\n Resource.prototype._determineXhrType = function _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n };\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n\n\n Resource.prototype._determineLoadType = function _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n };\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n\n\n Resource.prototype._getExtension = function _getExtension() {\n var url = this.url;\n var ext = '';\n\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n } else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n };\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n\n\n Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n\n _createClass(Resource, [{\n key: 'isDataUrl',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @readonly\n * @member {boolean}\n */\n\n }, {\n key: 'isComplete',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @readonly\n * @member {boolean}\n */\n\n }, {\n key: 'isLoading',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n }]);\n\n return Resource;\n}();\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\n\n\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: 1 << 0,\n COMPLETE: 1 << 1,\n LOADING: 1 << 2\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text'\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n *\n * @ignore\n * @param {object} map - The map to set on.\n * @param {string} extname - The extension (or key) to set.\n * @param {number} val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n\n if (!extname) {\n return;\n }\n\n map[extname] = val;\n}\n\n/**\n * Quick helper to get string xhr type.\n *\n * @ignore\n * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check.\n * @return {string} The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n\n// Backwards compat\nif (typeof module !== 'undefined') {\n module.exports.default = Resource; // eslint-disable-line no-undef\n}\n//# sourceMappingURL=Resource.js.map","'use strict';\n\nexports.__esModule = true;\nexports.Loader = undefined;\n\nvar _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; };\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _miniSignals = require('mini-signals');\n\nvar _miniSignals2 = _interopRequireDefault(_miniSignals);\n\nvar _parseUri = require('parse-uri');\n\nvar _parseUri2 = _interopRequireDefault(_parseUri);\n\nvar _async = require('./async');\n\nvar async = _interopRequireWildcard(_async);\n\nvar _Resource = require('./Resource');\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n\n/**\n * Manages the state and loading of multiple resources to load.\n *\n * @class\n */\n\nvar Loader = exports.Loader = function () {\n /**\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\n function Loader() {\n var _this = this;\n\n var baseUrl = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : '';\n var concurrency = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 10;\n\n _classCallCheck(this, Loader);\n\n /**\n * The base url for all resources loaded by this loader.\n *\n * @member {string}\n */\n this.baseUrl = baseUrl;\n\n /**\n * The progress percent of the loader going through the queue.\n *\n * @member {number}\n */\n this.progress = 0;\n\n /**\n * Loading state of the loader, true if it is currently loading resources.\n *\n * @member {boolean}\n */\n this.loading = false;\n\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n *\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n *\n * @member {string}\n */\n this.defaultQueryString = '';\n\n /**\n * The middleware to run before loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._beforeMiddleware = [];\n\n /**\n * The middleware to run after loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._afterMiddleware = [];\n\n /**\n * The tracks the resources we are currently completing parsing for.\n *\n * @private\n * @member {Resource[]}\n */\n this._resourcesParsing = [];\n\n /**\n * The `_loadResource` function bound with this object context.\n *\n * @private\n * @member {function}\n * @param {Resource} r - The resource to load\n * @param {Function} d - The dequeue function\n * @return {undefined}\n */\n this._boundLoadResource = function (r, d) {\n return _this._loadResource(r, d);\n };\n\n /**\n * The resources waiting to be loaded.\n *\n * @private\n * @member {Resource[]}\n */\n this._queue = async.queue(this._boundLoadResource, concurrency);\n\n this._queue.pause();\n\n /**\n * All the resources for this loader keyed by name.\n *\n * @member {object}\n */\n this.resources = {};\n\n /**\n * Dispatched once per loaded or errored resource.\n *\n * The callback looks like {@link Loader.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new _miniSignals2.default();\n\n /**\n * Dispatched once per errored resource.\n *\n * The callback looks like {@link Loader.OnErrorSignal}.\n *\n * @member {Signal}\n */\n this.onError = new _miniSignals2.default();\n\n /**\n * Dispatched once per loaded resource.\n *\n * The callback looks like {@link Loader.OnLoadSignal}.\n *\n * @member {Signal}\n */\n this.onLoad = new _miniSignals2.default();\n\n /**\n * Dispatched when the loader begins to process the queue.\n *\n * The callback looks like {@link Loader.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new _miniSignals2.default();\n\n /**\n * Dispatched when the queued resources all load.\n *\n * The callback looks like {@link Loader.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new _miniSignals2.default();\n\n // Add default before middleware\n for (var i = 0; i < Loader._defaultBeforeMiddleware.length; ++i) {\n this.pre(Loader._defaultBeforeMiddleware[i]);\n }\n\n // Add default after middleware\n for (var _i = 0; _i < Loader._defaultAfterMiddleware.length; ++_i) {\n this.use(Loader._defaultAfterMiddleware[_i]);\n }\n }\n\n /**\n * When the progress changes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnProgressSignal\n * @param {Loader} loader - The loader the progress is advancing on.\n * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance.\n */\n\n /**\n * When an error occurrs the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnErrorSignal\n * @param {Loader} loader - The loader the error happened in.\n * @param {Resource} resource - The resource that caused the error.\n */\n\n /**\n * When a load completes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnLoadSignal\n * @param {Loader} loader - The loader that laoded the resource.\n * @param {Resource} resource - The resource that has completed loading.\n */\n\n /**\n * When the loader starts loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnStartSignal\n * @param {Loader} loader - The loader that has started loading resources.\n */\n\n /**\n * When the loader completes loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnCompleteSignal\n * @param {Loader} loader - The loader that has finished loading resources.\n */\n\n /**\n * Options for a call to `.add()`.\n *\n * @see Loader#add\n *\n * @typedef {object} IAddOptions\n * @property {string} [name] - The name of the resource to load, if not passed the url is used.\n * @property {string} [key] - Alias for `name`.\n * @property {string} [url] - The url for this resource, relative to the baseUrl of this loader.\n * @property {string|boolean} [crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @property {number} [timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @property {Resource.LOAD_TYPE} [loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @property {Resource.XHR_RESPONSE_TYPE} [xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @property {Resource.OnCompleteSignal} [onComplete] - Callback to add an an onComplete signal istener.\n * @property {Resource.OnCompleteSignal} [callback] - Alias for `onComplete`.\n * @property {Resource.IMetadata} [metadata] - Extra configuration for middleware and the Resource object.\n */\n\n /* eslint-disable require-jsdoc,valid-jsdoc */\n /**\n * Adds a resource (or multiple resources) to the loader queue.\n *\n * This function can take a wide variety of different parameters. The only thing that is always\n * required the url to load. All the following will work:\n *\n * ```js\n * loader\n * // normal param syntax\n * .add('key', 'http://...', function () {})\n * .add('http://...', function () {})\n * .add('http://...')\n *\n * // object syntax\n * .add({\n * name: 'key2',\n * url: 'http://...'\n * }, function () {})\n * .add({\n * url: 'http://...'\n * }, function () {})\n * .add({\n * name: 'key3',\n * url: 'http://...'\n * onComplete: function () {}\n * })\n * .add({\n * url: 'https://...',\n * onComplete: function () {},\n * crossOrigin: true\n * })\n *\n * // you can also pass an array of objects or urls or both\n * .add([\n * { name: 'key4', url: 'http://...', onComplete: function () {} },\n * { url: 'http://...', onComplete: function () {} },\n * 'http://...'\n * ])\n *\n * // and you can use both params and options\n * .add('key', 'http://...', { crossOrigin: true }, function () {})\n * .add('http://...', { crossOrigin: true }, function () {});\n * ```\n *\n * @function\n * @variation 1\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */ /**\n * @function\n * @variation 2\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */ /**\n * @function\n * @variation 3\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */ /**\n * @function\n * @variation 4\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */ /**\n * @function\n * @variation 5\n * @param {IAddOptions} options - The options for the load. This object must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */ /**\n * @function\n * @variation 6\n * @param {Array} resources - An array of resources to load, where each is\n * either an object with the options or a string url. If you pass an object, it must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */\n\n\n Loader.prototype.add = function add(name, url, options, cb) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n\n return this;\n }\n\n // if an object is passed instead of params\n if ((typeof name === 'undefined' ? 'undefined' : _typeof(name)) === 'object') {\n cb = url || name.callback || name.onComplete;\n options = name;\n url = name.url;\n name = name.name || name.key || name.url;\n }\n\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n cb = options;\n options = url;\n url = name;\n }\n\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n cb = options;\n options = null;\n }\n\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error('Resource named \"' + name + '\" already exists.');\n }\n\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n\n // create the store the resource\n this.resources[name] = new _Resource.Resource(name, url, options);\n\n if (typeof cb === 'function') {\n this.resources[name].onAfterMiddleware.once(cb);\n }\n\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n\n for (var _i2 = 0; _i2 < parent.children.length; ++_i2) {\n if (!parent.children[_i2].isComplete) {\n incompleteChildren.push(parent.children[_i2]);\n }\n }\n\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n\n for (var _i3 = 0; _i3 < incompleteChildren.length; ++_i3) {\n incompleteChildren[_i3].progressChunk = eachChunk;\n }\n\n this.resources[name].progressChunk = eachChunk;\n }\n\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n\n\n Loader.prototype.pre = function pre(fn) {\n this._beforeMiddleware.push(fn);\n\n return this;\n };\n\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n\n\n Loader.prototype.use = function use(fn) {\n this._afterMiddleware.push(fn);\n\n return this;\n };\n\n /**\n * Resets the queue of the loader to prepare for a new load.\n *\n * @return {this} Returns itself.\n */\n\n\n Loader.prototype.reset = function reset() {\n this.progress = 0;\n this.loading = false;\n\n this._queue.kill();\n this._queue.pause();\n\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n\n if (res.isLoading) {\n res.abort();\n }\n }\n\n this.resources = {};\n\n return this;\n };\n\n /**\n * Starts loading the queued resources.\n *\n * @param {function} [cb] - Optional callback that will be bound to the `complete` event.\n * @return {this} Returns itself.\n */\n\n\n Loader.prototype.load = function load(cb) {\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n } else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n\n // notify we are starting\n this._onStart();\n\n // start loading\n this._queue.resume();\n }\n\n return this;\n };\n\n /**\n * The number of resources to load concurrently.\n *\n * @member {number}\n * @default 10\n */\n\n\n /**\n * Prepares a url for usage based on the configuration of this object\n *\n * @private\n * @param {string} url - The url to prepare.\n * @return {string} The prepared url.\n */\n Loader.prototype._prepareUrl = function _prepareUrl(url) {\n var parsedUrl = (0, _parseUri2.default)(url, { strictMode: true });\n var result = void 0;\n\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 && url.charAt(0) !== '/') {\n result = this.baseUrl + '/' + url;\n } else {\n result = this.baseUrl + url;\n }\n\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n\n result = result.substr(0, result.length - hash.length);\n\n if (result.indexOf('?') !== -1) {\n result += '&' + this.defaultQueryString;\n } else {\n result += '?' + this.defaultQueryString;\n }\n\n result += hash;\n }\n\n return result;\n };\n\n /**\n * Loads a single resource.\n *\n * @private\n * @param {Resource} resource - The resource to load.\n * @param {function} dequeue - The function to call when we need to dequeue this item.\n */\n\n\n Loader.prototype._loadResource = function _loadResource(resource, dequeue) {\n var _this2 = this;\n\n resource._dequeue = dequeue;\n\n // run before middleware\n async.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this2, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this2._onLoad(resource);\n } else {\n resource._onLoadBinding = resource.onComplete.once(_this2._onLoad, _this2);\n resource.load();\n }\n }, true);\n };\n\n /**\n * Called once loading has started.\n *\n * @private\n */\n\n\n Loader.prototype._onStart = function _onStart() {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n\n /**\n * Called once each resource has loaded.\n *\n * @private\n */\n\n\n Loader.prototype._onComplete = function _onComplete() {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n\n /**\n * Called each time a resources is loaded.\n *\n * @private\n * @param {Resource} resource - The resource that was loaded\n */\n\n\n Loader.prototype._onLoad = function _onLoad(resource) {\n var _this3 = this;\n\n resource._onLoadBinding = null;\n\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n\n // run all the after middleware for this resource\n async.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this3, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n\n _this3.progress = Math.min(MAX_PROGRESS, _this3.progress + resource.progressChunk);\n _this3.onProgress.dispatch(_this3, resource);\n\n if (resource.error) {\n _this3.onError.dispatch(resource.error, _this3, resource);\n } else {\n _this3.onLoad.dispatch(_this3, resource);\n }\n\n _this3._resourcesParsing.splice(_this3._resourcesParsing.indexOf(resource), 1);\n\n // do completion check\n if (_this3._queue.idle() && _this3._resourcesParsing.length === 0) {\n _this3._onComplete();\n }\n }, true);\n };\n\n _createClass(Loader, [{\n key: 'concurrency',\n get: function get() {\n return this._queue.concurrency;\n }\n // eslint-disable-next-line require-jsdoc\n ,\n set: function set(concurrency) {\n this._queue.concurrency = concurrency;\n }\n }]);\n\n return Loader;\n}();\n\n/**\n * A default array of middleware to run before loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\n\n\nLoader._defaultBeforeMiddleware = [];\n\n/**\n * A default array of middleware to run after loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\nLoader._defaultAfterMiddleware = [];\n\n/**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.pre = function LoaderPreStatic(fn) {\n Loader._defaultBeforeMiddleware.push(fn);\n\n return Loader;\n};\n\n/**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.use = function LoaderUseStatic(fn) {\n Loader._defaultAfterMiddleware.push(fn);\n\n return Loader;\n};\n//# sourceMappingURL=Loader.js.map","'use strict';\n\nexports.__esModule = true;\nexports.encodeBinary = encodeBinary;\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n\n/**\n * Encodes binary into base64.\n *\n * @param {string} input The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n } else {\n bytebuffer[jnx] = 0;\n }\n }\n\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = (bytebuffer[0] & 0x3) << 4 | bytebuffer[1] >> 4;\n\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = (bytebuffer[1] & 0x0f) << 2 | bytebuffer[2] >> 6;\n\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n\n default:\n break; // No padding - proceed\n }\n\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var _jnx = 0; _jnx < encodedCharIndexes.length; ++_jnx) {\n output += _keyStr.charAt(encodedCharIndexes[_jnx]);\n }\n }\n\n return output;\n}\n\n// Backwards compat\nif (typeof module !== 'undefined') {\n module.exports.default = encodeBinary; // eslint-disable-line no-undef\n}\n//# sourceMappingURL=b64.js.map","'use strict';\n\n// import Loader from './Loader';\n// import Resource from './Resource';\n// import * as async from './async';\n// import * as b64 from './b64';\n\n/* eslint-disable no-undef */\n\nvar Loader = require('./Loader').Loader;\nvar Resource = require('./Resource').Resource;\nvar async = require('./async');\nvar b64 = require('./b64');\n\n/**\n *\n * @static\n * @memberof Loader\n * @member {Class}\n */\nLoader.Resource = Resource;\n\n/**\n *\n * @static\n * @memberof Loader\n * @member {Class}\n */\nLoader.async = async;\n\n/**\n *\n * @static\n * @memberof Loader\n * @member {Class}\n */\nLoader.encodeBinary = b64;\n\n/**\n *\n * @deprecated\n * @see Loader.encodeBinary\n *\n * @static\n * @memberof Loader\n * @member {Class}\n */\nLoader.base64 = b64;\n\n// export manually, and also as default\nmodule.exports = Loader;\n\n// default & named export\nmodule.exports.Loader = Loader;\nmodule.exports.default = Loader;\n//# sourceMappingURL=index.js.map","/*!\n * @pixi/loaders - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport ResourceLoader, { Resource } from 'resource-loader';\nimport { EventEmitter } from '@pixi/utils';\nimport { Texture } from '@pixi/core';\n\nfunction unwrapExports (x) {\n\treturn x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x;\n}\n\nfunction createCommonjsModule(fn, module) {\n\treturn module = { exports: {} }, fn(module, module.exports), module.exports;\n}\n\nvar parseUri = function parseURI (str, opts) {\n opts = opts || {};\n\n var o = {\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n\n while (i--) { uri[o.key[i]] = m[i] || ''; }\n\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) {\n if ($1) { uri[o.q.name][$1] = $2; }\n });\n\n return uri\n};\n\nvar miniSignals = createCommonjsModule(function (module, exports) {\n\nObject.defineProperty(exports, '__esModule', {\n value: true\n});\n\nvar _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) { descriptor.writable = true; } Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) { defineProperties(Constructor.prototype, protoProps); } if (staticProps) { defineProperties(Constructor, staticProps); } return Constructor; }; })();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }\n\nvar MiniSignalBinding = (function () {\n function MiniSignalBinding(fn, once, thisArg) {\n if (once === undefined) { once = false; }\n\n _classCallCheck(this, MiniSignalBinding);\n\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n\n _createClass(MiniSignalBinding, [{\n key: 'detach',\n value: function detach() {\n if (this._owner === null) { return false; }\n this._owner.detach(this);\n return true;\n }\n }]);\n\n return MiniSignalBinding;\n})();\n\nfunction _addMiniSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n } else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n\n node._owner = self;\n\n return node;\n}\n\nvar MiniSignal = (function () {\n function MiniSignal() {\n _classCallCheck(this, MiniSignal);\n\n this._head = this._tail = undefined;\n }\n\n _createClass(MiniSignal, [{\n key: 'handlers',\n value: function handlers() {\n var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0];\n\n var node = this._head;\n\n if (exists) { return !!node; }\n\n var ee = [];\n\n while (node) {\n ee.push(node);\n node = node._next;\n }\n\n return ee;\n }\n }, {\n key: 'has',\n value: function has(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.');\n }\n\n return node._owner === this;\n }\n }, {\n key: 'dispatch',\n value: function dispatch() {\n var arguments$1 = arguments;\n\n var node = this._head;\n\n if (!node) { return false; }\n\n while (node) {\n if (node._once) { this.detach(node); }\n node._fn.apply(node._thisArg, arguments$1);\n node = node._next;\n }\n\n return true;\n }\n }, {\n key: 'add',\n value: function add(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg));\n }\n }, {\n key: 'once',\n value: function once(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg));\n }\n }, {\n key: 'detach',\n value: function detach(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.');\n }\n if (node._owner !== this) { return this; }\n\n if (node._prev) { node._prev._next = node._next; }\n if (node._next) { node._next._prev = node._prev; }\n\n if (node === this._head) {\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n } else if (node === this._tail) {\n this._tail = node._prev;\n this._tail._next = null;\n }\n\n node._owner = null;\n return this;\n }\n }, {\n key: 'detachAll',\n value: function detachAll() {\n var node = this._head;\n if (!node) { return this; }\n\n this._head = this._tail = null;\n\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n }\n }]);\n\n return MiniSignal;\n})();\n\nMiniSignal.MiniSignalBinding = MiniSignalBinding;\n\nexports['default'] = MiniSignal;\nmodule.exports = exports['default'];\n});\n\nunwrapExports(miniSignals);\n\nvar Resource_1 = createCommonjsModule(function (module, exports) {\n\nexports.__esModule = true;\nexports.Resource = undefined;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) { descriptor.writable = true; } Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) { defineProperties(Constructor.prototype, protoProps); } if (staticProps) { defineProperties(Constructor, staticProps); } return Constructor; }; }();\n\n\n\nvar _parseUri2 = _interopRequireDefault(parseUri);\n\n\n\nvar _miniSignals2 = _interopRequireDefault(miniSignals);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest()));\nvar tempAnchor = null;\n\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() {} /* empty */\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\n\nvar Resource = exports.Resource = function () {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n };\n\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n\n\n Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) {\n setExtMap(Resource._xhrTypeMap, extname, xhrType);\n };\n\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {Resource.IMetadata} [options.metadata] - Extra configuration for middleware and the Resource object.\n */\n\n\n function Resource(name, url, options) {\n _classCallCheck(this, Resource);\n\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n\n options = options || {};\n\n /**\n * The state flags of this resource.\n *\n * @private\n * @member {number}\n */\n this._flags = 0;\n\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n\n /**\n * The name of this resource.\n *\n * @readonly\n * @member {string}\n */\n this.name = name;\n\n /**\n * The url used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.url = url;\n\n /**\n * The extension used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.extension = this._getExtension();\n\n /**\n * The data that was loaded by the resource.\n *\n * @member {any}\n */\n this.data = null;\n\n /**\n * Is this request cross-origin? If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * A timeout in milliseconds for the load. If the load takes longer than this time\n * it is cancelled and the load is considered a failure. If this value is set to `0`\n * then there is no explicit timeout.\n *\n * @member {number}\n */\n this.timeout = options.timeout || 0;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {Resource.IMetadata}\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @readonly\n * @member {Error}\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @readonly\n * @member {XMLHttpRequest}\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @readonly\n * @member {Resource[]}\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @readonly\n * @member {Resource.TYPE}\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @readonly\n * @member {number}\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The timer for element loads to check if they timeout.\n *\n * @private\n * @member {number}\n */\n this._elementTimer = 0;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n /**\n * The `_onTimeout` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnTimeout = this._onTimeout.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new _miniSignals2.default();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new _miniSignals2.default();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new _miniSignals2.default();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new _miniSignals2.default();\n }\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * @memberof Resource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @readonly\n * @member {boolean}\n */\n\n\n /**\n * Marks the resource as complete.\n *\n */\n Resource.prototype.complete = function complete() {\n this._clearEvents();\n this._finish();\n };\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n\n\n Resource.prototype.abort = function abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // clear events before calling aborts\n this._clearEvents();\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n } else if (this.xdr) {\n this.xdr.abort();\n } else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this._finish();\n };\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {Resource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n\n\n Resource.prototype.load = function load(cb) {\n var _this = this;\n\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () {\n return cb(_this);\n }, 1);\n }\n\n return;\n } else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n } else {\n this._loadXhr();\n }\n break;\n }\n };\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n\n\n Resource.prototype._hasFlag = function _hasFlag(flag) {\n return (this._flags & flag) !== 0;\n };\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n\n\n Resource.prototype._setFlag = function _setFlag(flag, value) {\n this._flags = value ? this._flags | flag : this._flags & ~flag;\n };\n\n /**\n * Clears all the events from the underlying loading source.\n *\n * @private\n */\n\n\n Resource.prototype._clearEvents = function _clearEvents() {\n clearTimeout(this._elementTimer);\n\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n } else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n\n /**\n * Finalizes the load.\n *\n * @private\n */\n\n\n Resource.prototype._finish = function _finish() {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n };\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadElement = function _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadSourceElement = function _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort('Unsupported element: ' + type);\n\n return;\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n } else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n } else {\n var _mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes));\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n\n\n Resource.prototype._loadXhr = function _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n xhr.timeout = this.timeout;\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n } else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n };\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n\n\n Resource.prototype._loadXdr = function _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xdr = this.xhr = new XDomainRequest(); // eslint-disable-line no-undef\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () {\n return xdr.send();\n }, 1);\n };\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n\n\n Resource.prototype._createSource = function _createSource(type, url, mime) {\n if (!mime) {\n mime = type + '/' + this._getExtension(url);\n }\n\n var source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n };\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n\n\n Resource.prototype._onError = function _onError(event) {\n this.abort('Failed to load element using: ' + event.target.nodeName);\n };\n\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n\n\n Resource.prototype._onProgress = function _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n\n /**\n * Called if a timeout event fires for an element.\n *\n * @private\n */\n\n\n Resource.prototype._onTimeout = function _onTimeout() {\n this.abort('Load timed out.');\n };\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n\n\n Resource.prototype._xhrOnError = function _xhrOnError() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: \"' + xhr.statusText + '\"');\n };\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n\n\n Resource.prototype._xhrOnTimeout = function _xhrOnTimeout() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request timed out.');\n };\n\n /**\n * Called if an abort event fires for xhr/xdr.\n *\n * @private\n */\n\n\n Resource.prototype._xhrOnAbort = function _xhrOnAbort() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request was aborted by the user.');\n };\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n\n\n Resource.prototype._xhrOnLoad = function _xhrOnLoad() {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n var statusType = status / 100 | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n } catch (e) {\n this.abort('Error trying to parse loaded json: ' + e);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n var domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n } else {\n var div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n } catch (e) {\n this.abort('Error trying to parse loaded xml: ' + e);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n } else {\n this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL);\n\n return;\n }\n\n this.complete();\n };\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n\n\n Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match window.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (window.origin !== window.location.origin) {\n return 'anonymous';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true });\n\n var samePort = !url.port && loc.port === '' || url.port === loc.port;\n var protocol = url.protocol ? url.protocol + ':' : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n };\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n\n\n Resource.prototype._determineXhrType = function _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n };\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n\n\n Resource.prototype._determineLoadType = function _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n };\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n\n\n Resource.prototype._getExtension = function _getExtension() {\n var url = this.url;\n var ext = '';\n\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n } else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n };\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n\n\n Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n\n _createClass(Resource, [{\n key: 'isDataUrl',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @readonly\n * @member {boolean}\n */\n\n }, {\n key: 'isComplete',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @readonly\n * @member {boolean}\n */\n\n }, {\n key: 'isLoading',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n }]);\n\n return Resource;\n}();\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\n\n\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: 1 << 0,\n COMPLETE: 1 << 1,\n LOADING: 1 << 2\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text'\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n *\n * @ignore\n * @param {object} map - The map to set on.\n * @param {string} extname - The extension (or key) to set.\n * @param {number} val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n\n if (!extname) {\n return;\n }\n\n map[extname] = val;\n}\n\n/**\n * Quick helper to get string xhr type.\n *\n * @ignore\n * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check.\n * @return {string} The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n\n// Backwards compat\n{\n module.exports.default = Resource; // eslint-disable-line no-undef\n}\n\n});\n\nunwrapExports(Resource_1);\nvar Resource_2 = Resource_1.Resource;\n\nvar b64 = createCommonjsModule(function (module, exports) {\n\nexports.__esModule = true;\nexports.encodeBinary = encodeBinary;\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n\n/**\n * Encodes binary into base64.\n *\n * @param {string} input The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n } else {\n bytebuffer[jnx] = 0;\n }\n }\n\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = (bytebuffer[0] & 0x3) << 4 | bytebuffer[1] >> 4;\n\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = (bytebuffer[1] & 0x0f) << 2 | bytebuffer[2] >> 6;\n\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n\n default:\n break; // No padding - proceed\n }\n\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var _jnx = 0; _jnx < encodedCharIndexes.length; ++_jnx) {\n output += _keyStr.charAt(encodedCharIndexes[_jnx]);\n }\n }\n\n return output;\n}\n\n// Backwards compat\n{\n module.exports.default = encodeBinary; // eslint-disable-line no-undef\n}\n\n});\n\nunwrapExports(b64);\nvar b64_1 = b64.encodeBinary;\n\nvar blob = createCommonjsModule(function (module, exports) {\n\nexports.__esModule = true;\nexports.blobMiddlewareFactory = blobMiddlewareFactory;\n\n\n\n\n\nvar Url = window.URL || window.webkitURL;\n\n// a middleware for transforming XHR loaded Blobs into more useful objects\nfunction blobMiddlewareFactory() {\n return function blobMiddleware(resource, next) {\n if (!resource.data) {\n next();\n\n return;\n }\n\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === Resource_1.Resource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!window.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = 'data:' + type + ';base64,' + (0, b64.encodeBinary)(resource.xhr.responseText);\n\n resource.type = Resource_1.Resource.TYPE.IMAGE;\n\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var src = Url.createObjectURL(resource.data);\n\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src;\n\n resource.type = Resource_1.Resource.TYPE.IMAGE;\n\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url.revokeObjectURL(src);\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load.\n return;\n }\n }\n\n next();\n };\n}\n\n});\n\nunwrapExports(blob);\nvar blob_1 = blob.blobMiddlewareFactory;\n\n/**\n * Loader plugin for handling Texture resources.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nvar TextureLoader = function TextureLoader () {};\n\nTextureLoader.use = function use (resource, next)\n{\n // create a new texture if the data is an Image object\n if (resource.data && resource.type === Resource.TYPE.IMAGE)\n {\n resource.texture = Texture.fromLoader(\n resource.data,\n resource.url,\n resource.name\n );\n }\n next();\n};\n\n/**\n * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * //or\n * const loader = new PIXI.Loader(); // you can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n *\n * @see https://github.com/englercj/resource-loader\n *\n * @class Loader\n * @memberof PIXI\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\nvar Loader = /*@__PURE__*/(function (ResourceLoader) {\n function Loader(baseUrl, concurrency)\n {\n var this$1 = this;\n\n ResourceLoader.call(this, baseUrl, concurrency);\n EventEmitter.call(this);\n\n for (var i = 0; i < Loader._plugins.length; ++i)\n {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre;\n var use = plugin.use;\n\n if (pre)\n {\n this.pre(pre);\n }\n\n if (use)\n {\n this.use(use);\n }\n }\n\n // Compat layer, translate the new v2 signals into old v1 events.\n this.onStart.add(function (l) { return this$1.emit('start', l); });\n this.onProgress.add(function (l, r) { return this$1.emit('progress', l, r); });\n this.onError.add(function (e, l, r) { return this$1.emit('error', e, l, r); });\n this.onLoad.add(function (l, r) { return this$1.emit('load', l, r); });\n this.onComplete.add(function (l, r) { return this$1.emit('complete', l, r); });\n\n /**\n * If this loader cannot be destroyed.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n }\n\n if ( ResourceLoader ) Loader.__proto__ = ResourceLoader;\n Loader.prototype = Object.create( ResourceLoader && ResourceLoader.prototype );\n Loader.prototype.constructor = Loader;\n\n var staticAccessors = { shared: { configurable: true } };\n\n /**\n * Destroy the loader, removes references.\n * @private\n */\n Loader.prototype.destroy = function destroy ()\n {\n if (!this._protected)\n {\n this.removeAllListeners();\n this.reset();\n }\n };\n\n /**\n * A premade instance of the loader that can be used to load resources.\n * @name shared\n * @type {PIXI.Loader}\n * @static\n * @memberof PIXI.Loader\n */\n staticAccessors.shared.get = function ()\n {\n var shared = Loader._shared;\n\n if (!shared)\n {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n\n return shared;\n };\n\n Object.defineProperties( Loader, staticAccessors );\n\n return Loader;\n}(ResourceLoader));\n\n// Copy EE3 prototype (mixin)\nObject.assign(Loader.prototype, EventEmitter.prototype);\n\n/**\n * Collection of all installed `use` middleware for Loader.\n *\n * @static\n * @member {Array} _plugins\n * @memberof PIXI.Loader\n * @private\n */\nLoader._plugins = [];\n\n/**\n * Adds a Loader plugin for the global shared loader and all\n * new Loader instances created.\n *\n * @static\n * @method registerPlugin\n * @memberof PIXI.Loader\n * @param {PIXI.ILoaderPlugin} plugin - The plugin to add\n * @return {PIXI.Loader} Reference to PIXI.Loader for chaining\n */\nLoader.registerPlugin = function registerPlugin(plugin)\n{\n Loader._plugins.push(plugin);\n\n if (plugin.add)\n {\n plugin.add();\n }\n\n return Loader;\n};\n\n// parse any blob into more usable objects (e.g. Image)\nLoader.registerPlugin({ use: blob_1() });\n\n// parse any Image objects into textures\nLoader.registerPlugin(TextureLoader);\n\n/**\n * Plugin to be installed for handling specific Loader resources.\n *\n * @memberof PIXI\n * @typedef ILoaderPlugin\n * @property {function} [add] - Function to call immediate after registering plugin.\n * @property {PIXI.Loader.loaderMiddleware} [pre] - Middleware function to run before load, the\n * arguments for this are `(resource, next)`\n * @property {PIXI.Loader.loaderMiddleware} [use] - Middleware function to run after load, the\n * arguments for this are `(resource, next)`\n */\n\n/**\n * @memberof PIXI.Loader\n * @callback loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n\n/**\n * @memberof PIXI.Loader#\n * @member {object} onStart\n */\n\n/**\n * @memberof PIXI.Loader#\n * @member {object} onProgress\n */\n\n/**\n * @memberof PIXI.Loader#\n * @member {object} onError\n */\n\n/**\n * @memberof PIXI.Loader#\n * @member {object} onLoad\n */\n\n/**\n * @memberof PIXI.Loader#\n * @member {object} onComplete\n */\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(AppLoaderPlugin);\n * @class\n * @memberof PIXI\n */\nvar AppLoaderPlugin = function AppLoaderPlugin () {};\n\nAppLoaderPlugin.init = function init (options)\n{\n options = Object.assign({\n sharedLoader: false,\n }, options);\n\n /**\n * Loader instance to help with asset loading.\n * @name PIXI.Application#loader\n * @type {PIXI.Loader}\n * @readonly\n */\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n};\n\n/**\n * Called when application destroyed\n * @private\n */\nAppLoaderPlugin.destroy = function destroy ()\n{\n if (this.loader)\n {\n this.loader.destroy();\n this.loader = null;\n }\n};\n\n/**\n * Reference to **{@link https://github.com/englercj/resource-loader\n * resource-loader}**'s Resource class.\n * @see http://englercj.github.io/resource-loader/Resource.html\n * @class LoaderResource\n * @memberof PIXI\n */\nvar LoaderResource = Resource;\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.es.js.map\n","/*!\n * @pixi/particles - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/particles is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES, TYPES } from '@pixi/constants';\nimport { hex2rgb, createIndicesForQuads, correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { Container } from '@pixi/display';\nimport { Geometry, Buffer, ObjectRenderer, Shader } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nvar ParticleContainer = /*@__PURE__*/(function (Container) {\n function ParticleContainer(maxSize, properties, batchSize, autoResize)\n {\n if ( maxSize === void 0 ) maxSize = 1500;\n if ( batchSize === void 0 ) batchSize = 16384;\n if ( autoResize === void 0 ) autoResize = false;\n\n Container.call(this);\n\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n var maxBatchSize = 16384;\n\n if (batchSize > maxBatchSize)\n {\n batchSize = maxBatchSize;\n }\n\n /**\n * Set properties to be dynamic (true) / static (false)\n *\n * @member {boolean[]}\n * @private\n */\n this._properties = [false, true, false, false, false];\n\n /**\n * @member {number}\n * @private\n */\n this._maxSize = maxSize;\n\n /**\n * @member {number}\n * @private\n */\n this._batchSize = batchSize;\n\n /**\n * @member {Array}\n * @private\n */\n this._buffers = null;\n\n /**\n * for every batch stores _updateID corresponding to the last change in that batch\n * @member {number[]}\n * @private\n */\n this._bufferUpdateIDs = [];\n\n /**\n * when child inserted, removed or changes position this number goes up\n * @member {number[]}\n * @private\n */\n this._updateID = 0;\n\n /**\n * @member {boolean}\n *\n */\n this.interactiveChildren = false;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`\n * to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * If true, container allocates more batches in case there are more than `maxSize` particles.\n * @member {boolean}\n * @default false\n */\n this.autoResize = autoResize;\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * Default to true here as performance is usually the priority for particles.\n *\n * @member {boolean}\n * @default true\n */\n this.roundPixels = true;\n\n /**\n * The texture used to render the children.\n *\n * @readonly\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = null;\n\n this.setProperties(properties);\n\n /**\n * The tint applied to the container.\n * This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = 0;\n this.tintRgb = new Float32Array(4);\n this.tint = 0xFFFFFF;\n }\n\n if ( Container ) ParticleContainer.__proto__ = Container;\n ParticleContainer.prototype = Object.create( Container && Container.prototype );\n ParticleContainer.prototype.constructor = ParticleContainer;\n\n var prototypeAccessors = { tint: { configurable: true } };\n\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n *\n * @param {object} properties - The properties to be uploaded\n */\n ParticleContainer.prototype.setProperties = function setProperties (properties)\n {\n if (properties)\n {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n };\n\n /**\n * Updates the object transform for rendering\n *\n * @private\n */\n ParticleContainer.prototype.updateTransform = function updateTransform ()\n {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n // PIXI.Container.prototype.updateTransform.call( this );\n };\n\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n ** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @member {number}\n * @default 0xFFFFFF\n */\n prototypeAccessors.tint.get = function ()\n {\n return this._tint;\n };\n\n prototypeAccessors.tint.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n };\n\n /**\n * Renders the container using the WebGL renderer\n *\n * @private\n * @param {PIXI.Renderer} renderer - The webgl renderer\n */\n ParticleContainer.prototype.render = function render (renderer)\n {\n var this$1 = this;\n\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable)\n {\n return;\n }\n\n if (!this.baseTexture)\n {\n this.baseTexture = this.children[0]._texture.baseTexture;\n if (!this.baseTexture.valid)\n {\n this.baseTexture.once('update', function () { return this$1.onChildrenChange(0); });\n }\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n };\n\n /**\n * Set the flag that static data should be updated to true\n *\n * @private\n * @param {number} smallestChildIndex - The smallest child index\n */\n ParticleContainer.prototype.onChildrenChange = function onChildrenChange (smallestChildIndex)\n {\n var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n\n while (this._bufferUpdateIDs.length < bufferIndex)\n {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n };\n\n ParticleContainer.prototype.dispose = function dispose ()\n {\n if (this._buffers)\n {\n for (var i = 0; i < this._buffers.length; ++i)\n {\n this._buffers[i].destroy();\n }\n\n this._buffers = null;\n }\n };\n\n /**\n * Destroys the container\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n ParticleContainer.prototype.destroy = function destroy (options)\n {\n Container.prototype.destroy.call(this, options);\n\n this.dispose();\n\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n };\n\n Object.defineProperties( ParticleContainer.prototype, prototypeAccessors );\n\n return ParticleContainer;\n}(Container));\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n *\n * @class\n * @private\n * @memberof PIXI\n */\nvar ParticleBuffer = function ParticleBuffer(properties, dynamicPropertyFlags, size)\n{\n this.geometry = new Geometry();\n\n this.indexBuffer = null;\n\n /**\n * The number of particles the buffer can hold\n *\n * @private\n * @member {number}\n */\n this.size = size;\n\n /**\n * A list of the properties that are dynamic.\n *\n * @private\n * @member {object[]}\n */\n this.dynamicProperties = [];\n\n /**\n * A list of the properties that are static.\n *\n * @private\n * @member {object[]}\n */\n this.staticProperties = [];\n\n for (var i = 0; i < properties.length; ++i)\n {\n var property = properties[i];\n\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n\n if (dynamicPropertyFlags[i])\n {\n this.dynamicProperties.push(property);\n }\n else\n {\n this.staticProperties.push(property);\n }\n }\n\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this._updateID = 0;\n\n this.initBuffers();\n};\n\n/**\n * Sets up the renderer context and necessary buffers.\n *\n * @private\n */\nParticleBuffer.prototype.initBuffers = function initBuffers ()\n{\n var geometry = this.geometry;\n\n var dynamicOffset = 0;\n\n /**\n * Holds the indices of the geometry (quads) to draw\n *\n * @member {Uint16Array}\n * @private\n */\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n\n this.dynamicStride = 0;\n\n for (var i = 0; i < this.dynamicProperties.length; ++i)\n {\n var property = this.dynamicProperties[i];\n\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n\n var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n\n // static //\n var staticOffset = 0;\n\n this.staticStride = 0;\n\n for (var i$1 = 0; i$1 < this.staticProperties.length; ++i$1)\n {\n var property$1 = this.staticProperties[i$1];\n\n property$1.offset = staticOffset;\n staticOffset += property$1.size;\n this.staticStride += property$1.size;\n }\n\n var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n\n for (var i$2 = 0; i$2 < this.dynamicProperties.length; ++i$2)\n {\n var property$2 = this.dynamicProperties[i$2];\n\n geometry.addAttribute(\n property$2.attributeName,\n this.dynamicBuffer,\n 0,\n property$2.type === TYPES.UNSIGNED_BYTE,\n property$2.type,\n this.dynamicStride * 4,\n property$2.offset * 4\n );\n }\n\n for (var i$3 = 0; i$3 < this.staticProperties.length; ++i$3)\n {\n var property$3 = this.staticProperties[i$3];\n\n geometry.addAttribute(\n property$3.attributeName,\n this.staticBuffer,\n 0,\n property$3.type === TYPES.UNSIGNED_BYTE,\n property$3.type,\n this.staticStride * 4,\n property$3.offset * 4\n );\n }\n};\n\n/**\n * Uploads the dynamic properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\nParticleBuffer.prototype.uploadDynamic = function uploadDynamic (children, startIndex, amount)\n{\n for (var i = 0; i < this.dynamicProperties.length; i++)\n {\n var property = this.dynamicProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,\n this.dynamicStride, property.offset);\n }\n\n this.dynamicBuffer._updateID++;\n};\n\n/**\n * Uploads the static properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\nParticleBuffer.prototype.uploadStatic = function uploadStatic (children, startIndex, amount)\n{\n for (var i = 0; i < this.staticProperties.length; i++)\n {\n var property = this.staticProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,\n this.staticStride, property.offset);\n }\n\n this.staticBuffer._updateID++;\n};\n\n/**\n * Destroys the ParticleBuffer.\n *\n * @private\n */\nParticleBuffer.prototype.destroy = function destroy ()\n{\n this.indexBuffer = null;\n\n this.dynamicProperties = null;\n // this.dynamicBuffer.destroy();\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this.staticProperties = null;\n // this.staticBuffer.destroy();\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n};\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\n\\nattribute vec2 aPositionCoord;\\nattribute float aRotation;\\n\\nuniform mat3 translationMatrix;\\nuniform vec4 uColor;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nvoid main(void){\\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\\n\\n vec2 v = vec2(x, y);\\n v = v + aPositionCoord;\\n\\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vColor = aColor * uColor;\\n}\\n\";\n\nvar fragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\\n gl_FragColor = color;\\n}\";\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n\n/**\n * Renderer for Particles that is designer for speed over feature set.\n *\n * @class\n * @memberof PIXI\n */\nvar ParticleRenderer = /*@__PURE__*/(function (ObjectRenderer) {\n function ParticleRenderer(renderer)\n {\n ObjectRenderer.call(this, renderer);\n\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n\n /**\n * The default shader that is used if a sprite doesn't have a more specific one.\n *\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n this.properties = null;\n\n this.tempMatrix = new Matrix();\n\n this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: this.uploadTint,\n offset: 0,\n } ];\n\n this.shader = Shader.from(vertex, fragment, {});\n }\n\n if ( ObjectRenderer ) ParticleRenderer.__proto__ = ObjectRenderer;\n ParticleRenderer.prototype = Object.create( ObjectRenderer && ObjectRenderer.prototype );\n ParticleRenderer.prototype.constructor = ParticleRenderer;\n\n /**\n * Renders the particle container object.\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n */\n ParticleRenderer.prototype.render = function render (container)\n {\n var children = container.children;\n var maxSize = container._maxSize;\n var batchSize = container._batchSize;\n var renderer = this.renderer;\n var totalChildren = children.length;\n\n if (totalChildren === 0)\n {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize)\n {\n totalChildren = maxSize;\n }\n\n var buffers = container._buffers;\n\n if (!buffers)\n {\n buffers = container._buffers = this.generateBuffers(container);\n }\n\n var baseTexture = children[0]._texture.baseTexture;\n\n // if the uvs have not updated then no point rendering just yet!\n this.renderer.state.setBlendMode(correctBlendMode(container.blendMode, baseTexture.premultiplyAlpha));\n\n var gl = renderer.gl;\n\n var m = container.worldTransform.copyTo(this.tempMatrix);\n\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n\n this.shader.uniforms.translationMatrix = m.toArray(true);\n\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb,\n container.worldAlpha, this.shader.uniforms.uColor, baseTexture.premultiplyAlpha);\n\n this.shader.uniforms.uSampler = baseTexture;\n\n this.renderer.shader.bind(this.shader);\n\n var updateStatic = false;\n\n // now lets upload and render the buffers..\n for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1)\n {\n var amount = (totalChildren - i);\n\n if (amount > batchSize)\n {\n amount = batchSize;\n }\n\n if (j >= buffers.length)\n {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n\n var buffer = buffers[j];\n\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n\n var bid = container._bufferUpdateIDs[j] || 0;\n\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic)\n {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n };\n\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer[]} The buffers\n * @private\n */\n ParticleRenderer.prototype.generateBuffers = function generateBuffers (container)\n {\n var buffers = [];\n var size = container._maxSize;\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n\n for (var i = 0; i < size; i += batchSize)\n {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n\n return buffers;\n };\n\n /**\n * Creates one more particle buffer, because container has autoResize feature\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer} generated buffer\n * @private\n */\n ParticleRenderer.prototype._generateOneMoreBuffer = function _generateOneMoreBuffer (container)\n {\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n };\n\n /**\n * Uploads the vertices.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their vertices uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadVertices = function uploadVertices (children, startIndex, amount, array, stride, offset)\n {\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n\n for (var i = 0; i < amount; ++i)\n {\n var sprite = children[startIndex + i];\n var texture = sprite._texture;\n var sx = sprite.scale.x;\n var sy = sprite.scale.y;\n var trim = texture.trim;\n var orig = texture.orig;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n\n offset += stride * 4;\n }\n };\n\n /**\n * Uploads the position.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their positions uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadPosition = function uploadPosition (children, startIndex, amount, array, stride, offset)\n {\n for (var i = 0; i < amount; i++)\n {\n var spritePosition = children[startIndex + i].position;\n\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n\n offset += stride * 4;\n }\n };\n\n /**\n * Uploads the rotiation.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadRotation = function uploadRotation (children, startIndex, amount, array, stride, offset)\n {\n for (var i = 0; i < amount; i++)\n {\n var spriteRotation = children[startIndex + i].rotation;\n\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n\n offset += stride * 4;\n }\n };\n\n /**\n * Uploads the Uvs\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadUvs = function uploadUvs (children, startIndex, amount, array, stride, offset)\n {\n for (var i = 0; i < amount; ++i)\n {\n var textureUvs = children[startIndex + i]._texture._uvs;\n\n if (textureUvs)\n {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n\n offset += stride * 4;\n }\n else\n {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n\n offset += stride * 4;\n }\n }\n };\n\n /**\n * Uploads the tint.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadTint = function uploadTint (children, startIndex, amount, array, stride, offset)\n {\n for (var i = 0; i < amount; ++i)\n {\n var sprite = children[startIndex + i];\n var premultiplied = sprite._texture.baseTexture.premultiplyAlpha;\n var alpha = sprite.alpha;\n // we dont call extra function if alpha is 1.0, that's faster\n var argb = alpha < 1.0 && premultiplied ? premultiplyTint(sprite._tintRGB, alpha)\n : sprite._tintRGB + (alpha * 255 << 24);\n\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n\n offset += stride * 4;\n }\n };\n\n /**\n * Destroys the ParticleRenderer.\n */\n ParticleRenderer.prototype.destroy = function destroy ()\n {\n ObjectRenderer.prototype.destroy.call(this);\n\n if (this.shader)\n {\n this.shader.destroy();\n this.shader = null;\n }\n\n this.tempMatrix = null;\n };\n\n return ParticleRenderer;\n}(ObjectRenderer));\n\nexport { ParticleContainer, ParticleRenderer };\n//# sourceMappingURL=particles.es.js.map\n","/*!\n * @pixi/spritesheet - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/spritesheet is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle } from '@pixi/math';\nimport { Texture } from '@pixi/core';\nimport { getResolutionOfUrl, url } from '@pixi/utils';\nimport { LoaderResource } from '@pixi/loaders';\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n *\n * @class\n * @memberof PIXI\n */\nvar Spritesheet = function Spritesheet(baseTexture, data, resolutionFilename)\n{\n if ( resolutionFilename === void 0 ) resolutionFilename = null;\n\n /**\n * Reference to ths source texture\n * @type {PIXI.BaseTexture}\n */\n this.baseTexture = baseTexture;\n\n /**\n * A map containing all textures of the sprite sheet.\n * Can be used to create a {@link PIXI.Sprite|Sprite}:\n * ```js\n * new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ```\n * @member {Object}\n */\n this.textures = {};\n\n /**\n * A map containing the textures for each animation.\n * Can be used to create an {@link PIXI.AnimatedSprite|AnimatedSprite}:\n * ```js\n * new PIXI.AnimatedSprite(sheet.animations[\"anim_name\"])\n * ```\n * @member {Object}\n */\n this.animations = {};\n\n /**\n * Reference to the original JSON data.\n * @type {Object}\n */\n this.data = data;\n\n /**\n * The resolution of the spritesheet.\n * @type {number}\n */\n this.resolution = this._updateResolution(\n resolutionFilename\n || (this.baseTexture.resource ? this.baseTexture.resource.url : null)\n );\n\n /**\n * Map of spritesheet frames.\n * @type {Object}\n * @private\n */\n this._frames = this.data.frames;\n\n /**\n * Collection of frame names.\n * @type {string[]}\n * @private\n */\n this._frameKeys = Object.keys(this._frames);\n\n /**\n * Current batch index being processed.\n * @type {number}\n * @private\n */\n this._batchIndex = 0;\n\n /**\n * Callback when parse is completed.\n * @type {Function}\n * @private\n */\n this._callback = null;\n};\n\nvar staticAccessors = { BATCH_SIZE: { configurable: true } };\n\n/**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n *\n * @private\n * @param {string} resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @return {number} Resolution to use for spritesheet.\n */\nstaticAccessors.BATCH_SIZE.get = function ()\n{\n return 1000;\n};\n\nSpritesheet.prototype._updateResolution = function _updateResolution (resolutionFilename)\n{\n var scale = this.data.meta.scale;\n\n // Use a defaultValue of `null` to check if a url-based resolution is set\n var resolution = getResolutionOfUrl(resolutionFilename, null);\n\n // No resolution found via URL\n if (resolution === null)\n {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1)\n {\n this.baseTexture.setResolution(resolution);\n }\n\n return resolution;\n};\n\n/**\n * Parser spritesheet from loaded data. This is done asynchronously\n * to prevent creating too many Texture within a single process.\n *\n * @param {Function} callback - Callback when complete returns\n * a map of the Textures for this spritesheet.\n */\nSpritesheet.prototype.parse = function parse (callback)\n{\n this._batchIndex = 0;\n this._callback = callback;\n\n if (this._frameKeys.length <= Spritesheet.BATCH_SIZE)\n {\n this._processFrames(0);\n this._processAnimations();\n this._parseComplete();\n }\n else\n {\n this._nextBatch();\n }\n};\n\n/**\n * Process a batch of frames\n *\n * @private\n * @param {number} initialFrameIndex - The index of frame to start.\n */\nSpritesheet.prototype._processFrames = function _processFrames (initialFrameIndex)\n{\n var frameIndex = initialFrameIndex;\n var maxFrames = Spritesheet.BATCH_SIZE;\n\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length)\n {\n var i = this._frameKeys[frameIndex];\n var data = this._frames[i];\n var rect = data.frame;\n\n if (rect)\n {\n var frame = null;\n var trim = null;\n var sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n\n var orig = new Rectangle(\n 0,\n 0,\n Math.floor(sourceSize.w) / this.resolution,\n Math.floor(sourceSize.h) / this.resolution\n );\n\n if (data.rotated)\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.h) / this.resolution,\n Math.floor(rect.w) / this.resolution\n );\n }\n else\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize)\n {\n trim = new Rectangle(\n Math.floor(data.spriteSourceSize.x) / this.resolution,\n Math.floor(data.spriteSourceSize.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n this.textures[i] = new Texture(\n this.baseTexture,\n frame,\n orig,\n trim,\n data.rotated ? 2 : 0,\n data.anchor\n );\n\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n\n frameIndex++;\n }\n};\n\n/**\n * Parse animations config\n *\n * @private\n */\nSpritesheet.prototype._processAnimations = function _processAnimations ()\n{\n var animations = this.data.animations || {};\n\n for (var animName in animations)\n {\n this.animations[animName] = [];\n for (var i = 0; i < animations[animName].length; i++)\n {\n var frameName = animations[animName][i];\n\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n};\n\n/**\n * The parse has completed.\n *\n * @private\n */\nSpritesheet.prototype._parseComplete = function _parseComplete ()\n{\n var callback = this._callback;\n\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n};\n\n/**\n * Begin the next batch of textures.\n *\n * @private\n */\nSpritesheet.prototype._nextBatch = function _nextBatch ()\n{\n var this$1 = this;\n\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(function () {\n if (this$1._batchIndex * Spritesheet.BATCH_SIZE < this$1._frameKeys.length)\n {\n this$1._nextBatch();\n }\n else\n {\n this$1._processAnimations();\n this$1._parseComplete();\n }\n }, 0);\n};\n\n/**\n * Destroy Spritesheet and don't use after this.\n *\n * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well\n */\nSpritesheet.prototype.destroy = function destroy (destroyBase)\n{\n if ( destroyBase === void 0 ) destroyBase = false;\n\n for (var i in this.textures)\n {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase)\n {\n this.baseTexture.destroy();\n }\n this.baseTexture = null;\n};\n\nObject.defineProperties( Spritesheet, staticAccessors );\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nvar SpritesheetLoader = function SpritesheetLoader () {};\n\nSpritesheetLoader.use = function use (resource, next)\n{\n var imageResourceName = (resource.name) + \"_image\";\n\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || this.resources[imageResourceName]\n )\n {\n next();\n\n return;\n }\n\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n\n var resourcePath = SpritesheetLoader.getResourcePath(resource, this.baseUrl);\n\n // load the image for this sheet\n this.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res)\n {\n if (res.error)\n {\n next(res.error);\n\n return;\n }\n\n var spritesheet = new Spritesheet(\n res.texture.baseTexture,\n resource.data,\n resource.url\n );\n\n spritesheet.parse(function () {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n};\n\n/**\n * Get the spritesheets root path\n * @param {PIXI.LoaderResource} resource - Resource to check path\n * @param {string} baseUrl - Base root url\n */\nSpritesheetLoader.getResourcePath = function getResourcePath (resource, baseUrl)\n{\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl)\n {\n return resource.data.meta.image;\n }\n\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n};\n\nexport { Spritesheet, SpritesheetLoader };\n//# sourceMappingURL=spritesheet.es.js.map\n","/*!\n * @pixi/sprite-tiling - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/sprite-tiling is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, TextureMatrix, ObjectRenderer, Shader, QuadUv } from '@pixi/core';\nimport { Point, Rectangle, Transform, Matrix } from '@pixi/math';\nimport { TextureCache, premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\nimport { Sprite } from '@pixi/sprite';\nimport { WRAP_MODES } from '@pixi/constants';\n\nvar tempPoint = new Point();\n\n/**\n * A tiling sprite is a fast way of rendering a tiling image\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nvar TilingSprite = /*@__PURE__*/(function (Sprite) {\n function TilingSprite(texture, width, height)\n {\n if ( width === void 0 ) width = 100;\n if ( height === void 0 ) height = 100;\n\n Sprite.call(this, texture);\n\n /**\n * Tile transform\n *\n * @member {PIXI.Transform}\n */\n this.tileTransform = new Transform();\n\n // /// private\n\n /**\n * The with of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._width = width;\n\n /**\n * The height of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._height = height;\n\n /**\n * Canvas pattern\n *\n * @type {CanvasPattern}\n * @private\n */\n this._canvasPattern = null;\n\n /**\n * matrix that is applied to UV to get the coords in Texture normalized space to coords in BaseTexture space\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = texture.uvMatrix || new TextureMatrix(texture);\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n *\n * @member {string}\n * @default 'tilingSprite'\n */\n this.pluginName = 'tilingSprite';\n\n /**\n * Whether or not anchor affects uvs\n *\n * @member {boolean}\n * @default false\n */\n this.uvRespectAnchor = false;\n }\n\n if ( Sprite ) TilingSprite.__proto__ = Sprite;\n TilingSprite.prototype = Object.create( Sprite && Sprite.prototype );\n TilingSprite.prototype.constructor = TilingSprite;\n\n var prototypeAccessors = { clampMargin: { configurable: true },tileScale: { configurable: true },tilePosition: { configurable: true },width: { configurable: true },height: { configurable: true } };\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n prototypeAccessors.clampMargin.get = function ()\n {\n return this.uvMatrix.clampMargin;\n };\n\n prototypeAccessors.clampMargin.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n };\n\n /**\n * The scaling of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n prototypeAccessors.tileScale.get = function ()\n {\n return this.tileTransform.scale;\n };\n\n prototypeAccessors.tileScale.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.tileTransform.scale.copyFrom(value);\n };\n\n /**\n * The offset of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n prototypeAccessors.tilePosition.get = function ()\n {\n return this.tileTransform.position;\n };\n\n prototypeAccessors.tilePosition.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.tileTransform.position.copyFrom(value);\n };\n\n /**\n * @private\n */\n TilingSprite.prototype._onTextureUpdate = function _onTextureUpdate ()\n {\n if (this.uvMatrix)\n {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n };\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n TilingSprite.prototype._render = function _render (renderer)\n {\n // tweak our texture temporarily..\n var texture = this._texture;\n\n if (!texture || !texture.valid)\n {\n return;\n }\n\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Updates the bounds of the tiling sprite.\n *\n * @protected\n */\n TilingSprite.prototype._calculateBounds = function _calculateBounds ()\n {\n var minX = this._width * -this._anchor._x;\n var minY = this._height * -this._anchor._y;\n var maxX = this._width * (1 - this._anchor._x);\n var maxY = this._height * (1 - this._anchor._y);\n\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n TilingSprite.prototype.getLocalBounds = function getLocalBounds (rect)\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return Sprite.prototype.getLocalBounds.call(this, rect);\n };\n\n /**\n * Checks if a point is inside this tiling sprite.\n *\n * @param {PIXI.Point} point - the point to check\n * @return {boolean} Whether or not the sprite contains the point.\n */\n TilingSprite.prototype.containsPoint = function containsPoint (point)\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n var width = this._width;\n var height = this._height;\n var x1 = -width * this.anchor._x;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n var y1 = -height * this.anchor._y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n };\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n TilingSprite.prototype.destroy = function destroy (options)\n {\n Sprite.prototype.destroy.call(this, options);\n\n this.tileTransform = null;\n this.uvMatrix = null;\n };\n\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {number} width - the width of the tiling sprite\n * @param {number} height - the height of the tiling sprite\n * @return {PIXI.TilingSprite} The newly created texture\n */\n TilingSprite.from = function from (source, width, height)\n {\n return new TilingSprite(Texture.from(source), width, height);\n };\n\n /**\n * Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @param {number} width - the width of the tiling sprite\n * @param {number} height - the height of the tiling sprite\n * @return {PIXI.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId\n */\n TilingSprite.fromFrame = function fromFrame (frameId, width, height)\n {\n var texture = TextureCache[frameId];\n\n if (!texture)\n {\n throw new Error((\"The frameId \\\"\" + frameId + \"\\\" does not exist in the texture cache \" + (this)));\n }\n\n return new TilingSprite(texture, width, height);\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture based on an image url\n * If the image is not in the texture cache it will be loaded\n *\n * @static\n * @param {string} imageId - The image url of the texture\n * @param {number} width - the width of the tiling sprite\n * @param {number} height - the height of the tiling sprite\n * @param {Object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id\n */\n TilingSprite.fromImage = function fromImage (imageId, width, height, options)\n {\n // Fallback support for crossorigin, scaleMode parameters\n if (options && typeof options !== 'object')\n {\n options = {\n scaleMode: arguments[4],\n resourceOptions: {\n crossorigin: arguments[3],\n },\n };\n }\n\n return new TilingSprite(Texture.from(imageId, options), width, height);\n };\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n prototypeAccessors.width.get = function ()\n {\n return this._width;\n };\n\n prototypeAccessors.width.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._width = value;\n };\n\n /**\n * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n prototypeAccessors.height.get = function ()\n {\n return this._height;\n };\n\n prototypeAccessors.height.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._height = value;\n };\n\n Object.defineProperties( TilingSprite.prototype, prototypeAccessors );\n\n return TilingSprite;\n}(Sprite));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n vec4 sample = texture2D(uSampler, coord);\\n gl_FragColor = sample * uColor;\\n}\\n\";\n\nvar fragmentSimple = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\n\\nvoid main(void)\\n{\\n vec4 sample = texture2D(uSampler, vTextureCoord);\\n gl_FragColor = sample * uColor;\\n}\\n\";\n\nvar tempMat = new Matrix();\n\n/**\n * WebGL renderer plugin for tiling sprites\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nvar TilingSpriteRenderer = /*@__PURE__*/(function (ObjectRenderer) {\n function TilingSpriteRenderer(renderer)\n {\n ObjectRenderer.call(this, renderer);\n\n var uniforms = { globals: this.renderer.globalUniforms };\n\n this.shader = Shader.from(vertex, fragment, uniforms);\n\n this.simpleShader = Shader.from(vertex, fragmentSimple, uniforms);\n\n this.quad = new QuadUv();\n }\n\n if ( ObjectRenderer ) TilingSpriteRenderer.__proto__ = ObjectRenderer;\n TilingSpriteRenderer.prototype = Object.create( ObjectRenderer && ObjectRenderer.prototype );\n TilingSpriteRenderer.prototype.constructor = TilingSpriteRenderer;\n\n /**\n *\n * @param {PIXI.TilingSprite} ts tilingSprite to be rendered\n */\n TilingSpriteRenderer.prototype.render = function render (ts)\n {\n var renderer = this.renderer;\n var quad = this.quad;\n\n var vertices = quad.vertices;\n\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n\n if (ts.uvRespectAnchor)\n {\n vertices = quad.uvs;\n\n vertices[0] = vertices[6] = -ts.anchor.x;\n vertices[1] = vertices[3] = -ts.anchor.y;\n\n vertices[2] = vertices[4] = 1.0 - ts.anchor.x;\n vertices[5] = vertices[7] = 1.0 - ts.anchor.y;\n }\n\n quad.invalidate();\n\n var tex = ts._texture;\n var baseTex = tex.baseTexture;\n var lt = ts.tileTransform.localTransform;\n var uv = ts.uvMatrix;\n var isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple)\n {\n if (!baseTex._glTextures[renderer.CONTEXT_UID])\n {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP)\n {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else\n {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n\n var shader = isSimple ? this.simpleShader : this.shader;\n\n var w = tex.width;\n var h = tex.height;\n var W = ts._width;\n var H = ts._height;\n\n tempMat.set(lt.a * w / W,\n lt.b * w / H,\n lt.c * h / W,\n lt.d * h / H,\n lt.tx / W,\n lt.ty / H);\n\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n\n tempMat.invert();\n if (isSimple)\n {\n tempMat.prepend(uv.mapCoord);\n }\n else\n {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha,\n shader.uniforms.uColor, baseTex.premultiplyAlpha);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);// , renderer.shader.getGLShader());\n\n renderer.state.setBlendMode(correctBlendMode(ts.blendMode, baseTex.premultiplyAlpha));\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n };\n\n return TilingSpriteRenderer;\n}(ObjectRenderer));\n\nexport { TilingSprite, TilingSpriteRenderer };\n//# sourceMappingURL=sprite-tiling.es.js.map\n","/*!\n * @pixi/text-bitmap - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/text-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { Point, Rectangle, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { Sprite } from '@pixi/sprite';\nimport { removeItems, getResolutionOfUrl } from '@pixi/utils';\nimport { LoaderResource } from '@pixi/loaders';\n\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * The primary disadvantage is that you need to preload the bitmap font assets, and thus the styling is set in stone.\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * You can generate the fnt files using\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {font: \"35px Desyrel\", align: \"right\"});\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nvar BitmapText = /*@__PURE__*/(function (Container) {\n function BitmapText(text, style)\n {\n var this$1 = this;\n if ( style === void 0 ) style = {};\n\n Container.call(this);\n\n /**\n * Private tracker for the width of the overall text\n *\n * @member {number}\n * @private\n */\n this._textWidth = 0;\n\n /**\n * Private tracker for the height of the overall text\n *\n * @member {number}\n * @private\n */\n this._textHeight = 0;\n\n /**\n * Private tracker for the letter sprite pool.\n *\n * @member {PIXI.Sprite[]}\n * @private\n */\n this._glyphs = [];\n\n /**\n * Private tracker for the current style.\n *\n * @member {object}\n * @private\n */\n this._font = {\n tint: style.tint !== undefined ? style.tint : 0xFFFFFF,\n align: style.align || 'left',\n name: null,\n size: 0,\n };\n\n /**\n * Private tracker for the current font.\n *\n * @member {object}\n * @private\n */\n this.font = style.font; // run font setter\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = text;\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting value to 0\n *\n * @member {number}\n * @private\n */\n this._maxWidth = 0;\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * ie: when trying to vertically align.\n *\n * @member {number}\n * @private\n */\n this._maxLineHeight = 0;\n\n /**\n * Letter spacing. This is useful for setting the space between characters.\n * @member {number}\n * @private\n */\n this._letterSpacing = 0;\n\n /**\n * Text anchor. read-only\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint(function () { this$1.dirty = true; }, this, 0, 0);\n\n /**\n * The dirty state of this object.\n *\n * @member {boolean}\n */\n this.dirty = false;\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n this.roundPixels = settings.ROUND_PIXELS;\n\n this.updateText();\n }\n\n if ( Container ) BitmapText.__proto__ = Container;\n BitmapText.prototype = Object.create( Container && Container.prototype );\n BitmapText.prototype.constructor = BitmapText;\n\n var prototypeAccessors = { tint: { configurable: true },align: { configurable: true },anchor: { configurable: true },font: { configurable: true },text: { configurable: true },maxWidth: { configurable: true },maxLineHeight: { configurable: true },textWidth: { configurable: true },letterSpacing: { configurable: true },textHeight: { configurable: true } };\n\n /**\n * Renders text and updates it when needed\n *\n * @private\n */\n BitmapText.prototype.updateText = function updateText ()\n {\n var data = BitmapText.fonts[this._font.name];\n var scale = this._font.size / data.size;\n var pos = new Point();\n var chars = [];\n var lineWidths = [];\n var text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n var textLength = text.length;\n var maxWidth = this._maxWidth * data.size / this._font.size;\n\n var prevCharCode = null;\n var lastLineWidth = 0;\n var maxLineWidth = 0;\n var line = 0;\n var lastBreakPos = -1;\n var lastBreakWidth = 0;\n var spacesRemoved = 0;\n var maxLineHeight = 0;\n\n for (var i = 0; i < textLength; i++)\n {\n var charCode = text.charCodeAt(i);\n var char = text.charAt(i);\n\n if ((/(?:\\s)/).test(char))\n {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n }\n\n if (char === '\\r' || char === '\\n')\n {\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n continue;\n }\n\n var charData = data.chars[charCode];\n\n if (!charData)\n {\n continue;\n }\n\n if (prevCharCode && charData.kerning[prevCharCode])\n {\n pos.x += charData.kerning[prevCharCode];\n }\n\n chars.push({\n texture: charData.texture,\n line: line,\n charCode: charCode,\n position: new Point(pos.x + charData.xOffset + (this._letterSpacing / 2), pos.y + charData.yOffset),\n });\n pos.x += charData.xAdvance + this._letterSpacing;\n lastLineWidth = pos.x;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth)\n {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n\n lineWidths.push(lastBreakWidth);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n }\n }\n\n var lastChar = text.charAt(text.length - 1);\n\n if (lastChar !== '\\r' && lastChar !== '\\n')\n {\n if ((/(?:\\s)/).test(lastChar))\n {\n lastLineWidth = lastBreakWidth;\n }\n\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n }\n\n var lineAlignOffsets = [];\n\n for (var i$1 = 0; i$1 <= line; i$1++)\n {\n var alignOffset = 0;\n\n if (this._font.align === 'right')\n {\n alignOffset = maxLineWidth - lineWidths[i$1];\n }\n else if (this._font.align === 'center')\n {\n alignOffset = (maxLineWidth - lineWidths[i$1]) / 2;\n }\n\n lineAlignOffsets.push(alignOffset);\n }\n\n var lenChars = chars.length;\n var tint = this.tint;\n\n for (var i$2 = 0; i$2 < lenChars; i$2++)\n {\n var c = this._glyphs[i$2]; // get the next glyph sprite\n\n if (c)\n {\n c.texture = chars[i$2].texture;\n }\n else\n {\n c = new Sprite(chars[i$2].texture);\n c.roundPixels = this.roundPixels;\n this._glyphs.push(c);\n }\n\n c.position.x = (chars[i$2].position.x + lineAlignOffsets[chars[i$2].line]) * scale;\n c.position.y = chars[i$2].position.y * scale;\n c.scale.x = c.scale.y = scale;\n c.tint = tint;\n\n if (!c.parent)\n {\n this.addChild(c);\n }\n }\n\n // remove unnecessary children.\n for (var i$3 = lenChars; i$3 < this._glyphs.length; ++i$3)\n {\n this.removeChild(this._glyphs[i$3]);\n }\n\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0)\n {\n for (var i$4 = 0; i$4 < lenChars; i$4++)\n {\n this._glyphs[i$4].x -= this._textWidth * this.anchor.x;\n this._glyphs[i$4].y -= this._textHeight * this.anchor.y;\n }\n }\n this._maxLineHeight = maxLineHeight * scale;\n };\n\n /**\n * Updates the transform of this object\n *\n * @private\n */\n BitmapText.prototype.updateTransform = function updateTransform ()\n {\n this.validate();\n this.containerUpdateTransform();\n };\n\n /**\n * Validates text before calling parent's getLocalBounds\n *\n * @return {PIXI.Rectangle} The rectangular bounding area\n */\n BitmapText.prototype.getLocalBounds = function getLocalBounds ()\n {\n this.validate();\n\n return Container.prototype.getLocalBounds.call(this);\n };\n\n /**\n * Updates text when needed\n *\n * @private\n */\n BitmapText.prototype.validate = function validate ()\n {\n if (this.dirty)\n {\n this.updateText();\n this.dirty = false;\n }\n };\n\n /**\n * The tint of the BitmapText object.\n *\n * @member {number}\n */\n prototypeAccessors.tint.get = function ()\n {\n return this._font.tint;\n };\n\n prototypeAccessors.tint.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._font.tint = (typeof value === 'number' && value >= 0) ? value : 0xFFFFFF;\n\n this.dirty = true;\n };\n\n /**\n * The alignment of the BitmapText object.\n *\n * @member {string}\n * @default 'left'\n */\n prototypeAccessors.align.get = function ()\n {\n return this._font.align;\n };\n\n prototypeAccessors.align.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._font.align = value || 'left';\n\n this.dirty = true;\n };\n\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n *\n * @member {PIXI.Point | number}\n */\n prototypeAccessors.anchor.get = function ()\n {\n return this._anchor;\n };\n\n prototypeAccessors.anchor.set = function (value) // eslint-disable-line require-jsdoc\n {\n if (typeof value === 'number')\n {\n this._anchor.set(value);\n }\n else\n {\n this._anchor.copyFrom(value);\n }\n };\n\n /**\n * The font descriptor of the BitmapText object.\n *\n * @member {object}\n */\n prototypeAccessors.font.get = function ()\n {\n return this._font;\n };\n\n prototypeAccessors.font.set = function (value) // eslint-disable-line require-jsdoc\n {\n if (!value)\n {\n return;\n }\n\n if (typeof value === 'string')\n {\n value = value.split(' ');\n\n this._font.name = value.length === 1 ? value[0] : value.slice(1).join(' ');\n this._font.size = value.length >= 2 ? parseInt(value[0], 10) : BitmapText.fonts[this._font.name].size;\n }\n else\n {\n this._font.name = value.name;\n this._font.size = typeof value.size === 'number' ? value.size : parseInt(value.size, 10);\n }\n\n this.dirty = true;\n };\n\n /**\n * The text of the BitmapText object.\n *\n * @member {string}\n */\n prototypeAccessors.text.get = function ()\n {\n return this._text;\n };\n\n prototypeAccessors.text.set = function (text) // eslint-disable-line require-jsdoc\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n };\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n *\n * @member {number}\n */\n prototypeAccessors.maxWidth.get = function ()\n {\n return this._maxWidth;\n };\n\n prototypeAccessors.maxWidth.set = function (value) // eslint-disable-line require-jsdoc\n {\n if (this._maxWidth === value)\n {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n };\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n *\n * @member {number}\n * @readonly\n */\n prototypeAccessors.maxLineHeight.get = function ()\n {\n this.validate();\n\n return this._maxLineHeight;\n };\n\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n prototypeAccessors.textWidth.get = function ()\n {\n this.validate();\n\n return this._textWidth;\n };\n\n /**\n * Additional space between characters.\n *\n * @member {number}\n */\n prototypeAccessors.letterSpacing.get = function ()\n {\n return this._letterSpacing;\n };\n\n prototypeAccessors.letterSpacing.set = function (value) // eslint-disable-line require-jsdoc\n {\n if (this._letterSpacing !== value)\n {\n this._letterSpacing = value;\n this.dirty = true;\n }\n };\n\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n prototypeAccessors.textHeight.get = function ()\n {\n this.validate();\n\n return this._textHeight;\n };\n\n /**\n * Register a bitmap font with data and a texture.\n *\n * @static\n * @param {XMLDocument} xml - The XML document data.\n * @param {Object.|PIXI.Texture|PIXI.Texture[]} textures - List of textures for each page.\n * If providing an object, the key is the `` element's `file` attribute in the FNT file.\n * @return {Object} Result font object with font, size, lineHeight and char fields.\n */\n BitmapText.registerFont = function registerFont (xml, textures)\n {\n var data = {};\n var info = xml.getElementsByTagName('info')[0];\n var common = xml.getElementsByTagName('common')[0];\n var pages = xml.getElementsByTagName('page');\n var res = getResolutionOfUrl(pages[0].getAttribute('file'), settings.RESOLUTION);\n var pagesTextures = {};\n\n data.font = info.getAttribute('face');\n data.size = parseInt(info.getAttribute('size'), 10);\n data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10) / res;\n data.chars = {};\n\n // Single texture, convert to list\n if (textures instanceof Texture)\n {\n textures = [textures];\n }\n\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (var i = 0; i < pages.length; i++)\n {\n var id = pages[i].getAttribute('id');\n var file = pages[i].getAttribute('file');\n\n pagesTextures[id] = textures instanceof Array ? textures[i] : textures[file];\n }\n\n // parse letters\n var letters = xml.getElementsByTagName('char');\n\n for (var i$1 = 0; i$1 < letters.length; i$1++)\n {\n var letter = letters[i$1];\n var charCode = parseInt(letter.getAttribute('id'), 10);\n var page = letter.getAttribute('page') || 0;\n var textureRect = new Rectangle(\n (parseInt(letter.getAttribute('x'), 10) / res) + (pagesTextures[page].frame.x / res),\n (parseInt(letter.getAttribute('y'), 10) / res) + (pagesTextures[page].frame.y / res),\n parseInt(letter.getAttribute('width'), 10) / res,\n parseInt(letter.getAttribute('height'), 10) / res\n );\n\n data.chars[charCode] = {\n xOffset: parseInt(letter.getAttribute('xoffset'), 10) / res,\n yOffset: parseInt(letter.getAttribute('yoffset'), 10) / res,\n xAdvance: parseInt(letter.getAttribute('xadvance'), 10) / res,\n kerning: {},\n texture: new Texture(pagesTextures[page].baseTexture, textureRect),\n page: page,\n };\n }\n\n // parse kernings\n var kernings = xml.getElementsByTagName('kerning');\n\n for (var i$2 = 0; i$2 < kernings.length; i$2++)\n {\n var kerning = kernings[i$2];\n var first = parseInt(kerning.getAttribute('first'), 10) / res;\n var second = parseInt(kerning.getAttribute('second'), 10) / res;\n var amount = parseInt(kerning.getAttribute('amount'), 10) / res;\n\n if (data.chars[second])\n {\n data.chars[second].kerning[first] = amount;\n }\n }\n\n // I'm leaving this as a temporary fix so we can test the bitmap fonts in v3\n // but it's very likely to change\n BitmapText.fonts[data.font] = data;\n\n return data;\n };\n\n Object.defineProperties( BitmapText.prototype, prototypeAccessors );\n\n return BitmapText;\n}(Container));\n\nBitmapText.fonts = {};\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nvar BitmapFontLoader = function BitmapFontLoader () {};\n\nBitmapFontLoader.parse = function parse (resource, texture)\n{\n resource.bitmapFont = BitmapText.registerFont(resource.data, texture);\n};\n\n/**\n * Called when the plugin is installed.\n *\n * @see PIXI.Loader.registerPlugin\n */\nBitmapFontLoader.add = function add ()\n{\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT);\n};\n\n/**\n * Replacement for NodeJS's path.dirname\n * @private\n * @param {string} url Path to get directory for\n */\nBitmapFontLoader.dirname = function dirname (url)\n{\n var dir = url\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n\n // File request is relative, use current directory\n if (dir === url)\n {\n return '.';\n }\n // Started with a slash\n else if (dir === '')\n {\n return '/';\n }\n\n return dir;\n};\n\n/**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\nBitmapFontLoader.use = function use (resource, next)\n{\n // skip if no data or not xml data\n if (!resource.data || resource.type !== LoaderResource.TYPE.XML)\n {\n next();\n\n return;\n }\n\n // skip if not bitmap font data, using some silly duck-typing\n if (resource.data.getElementsByTagName('page').length === 0\n || resource.data.getElementsByTagName('info').length === 0\n || resource.data.getElementsByTagName('info')[0].getAttribute('face') === null\n )\n {\n next();\n\n return;\n }\n\n var xmlUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n\n if (resource.isDataUrl)\n {\n if (xmlUrl === '.')\n {\n xmlUrl = '';\n }\n\n if (this.baseUrl && xmlUrl)\n {\n // if baseurl has a trailing slash then add one to xmlUrl so the replace works below\n if (this.baseUrl.charAt(this.baseUrl.length - 1) === '/')\n {\n xmlUrl += '/';\n }\n }\n }\n\n // remove baseUrl from xmlUrl\n xmlUrl = xmlUrl.replace(this.baseUrl, '');\n\n // if there is an xmlUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (xmlUrl && xmlUrl.charAt(xmlUrl.length - 1) !== '/')\n {\n xmlUrl += '/';\n }\n\n var pages = resource.data.getElementsByTagName('page');\n var textures = {};\n\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n var completed = function (page) {\n textures[page.metadata.pageFile] = page.texture;\n\n if (Object.keys(textures).length === pages.length)\n {\n BitmapFontLoader.parse(resource, textures);\n next();\n }\n };\n\n for (var i = 0; i < pages.length; ++i)\n {\n var pageFile = pages[i].getAttribute('file');\n var url = xmlUrl + pageFile;\n var exists = false;\n\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (var name in this.resources)\n {\n var bitmapResource = this.resources[name];\n\n if (bitmapResource.url === url)\n {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture)\n {\n completed(bitmapResource);\n }\n else\n {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists)\n {\n // Standard loading options for images\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign(\n { pageFile: pageFile },\n resource.metadata.imageMetadata\n ),\n parentResource: resource,\n };\n\n this.add(url, options, completed);\n }\n }\n};\n\nexport { BitmapFontLoader, BitmapText };\n//# sourceMappingURL=text-bitmap.es.js.map\n","/*!\n * @pixi/filter-alpha - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/filter-alpha is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter, defaultVertex } from '@pixi/core';\n\nvar fragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\\n}\\n\";\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nvar AlphaFilter = /*@__PURE__*/(function (Filter) {\n function AlphaFilter(alpha)\n {\n if ( alpha === void 0 ) alpha = 1.0;\n\n Filter.call(this, defaultVertex, fragment, { uAlpha: 1 });\n\n this.alpha = alpha;\n }\n\n if ( Filter ) AlphaFilter.__proto__ = Filter;\n AlphaFilter.prototype = Object.create( Filter && Filter.prototype );\n AlphaFilter.prototype.constructor = AlphaFilter;\n\n var prototypeAccessors = { alpha: { configurable: true } };\n\n /**\n * Coefficient for alpha multiplication\n *\n * @member {number}\n * @default 1\n */\n prototypeAccessors.alpha.get = function ()\n {\n return this.uniforms.uAlpha;\n };\n\n prototypeAccessors.alpha.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.uniforms.uAlpha = value;\n };\n\n Object.defineProperties( AlphaFilter.prototype, prototypeAccessors );\n\n return AlphaFilter;\n}(Filter));\n\nexport { AlphaFilter };\n//# sourceMappingURL=filter-alpha.es.js.map\n","/*!\n * @pixi/filter-blur - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/filter-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\n\nvar vertTemplate = \"\\n attribute vec2 aVertexPosition;\\n\\n uniform mat3 projectionMatrix;\\n\\n uniform float strength;\\n\\n varying vec2 vBlurTexCoords[%size%];\\n\\n uniform vec4 inputSize;\\n uniform vec4 outputFrame;\\n \\n vec4 filterVertexPosition( void )\\n {\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n \\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n }\\n \\n vec2 filterTextureCoord( void )\\n {\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n }\\n\\n void main(void)\\n {\\n gl_Position = filterVertexPosition();\\n\\n vec2 textureCoord = filterTextureCoord();\\n %blur%\\n }\";\n\nfunction generateBlurVertSource(kernelSize, x)\n{\n var halfLength = Math.ceil(kernelSize / 2);\n\n var vertSource = vertTemplate;\n\n var blurLoop = '';\n var template;\n // let value;\n\n if (x)\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n\n for (var i = 0; i < kernelSize; i++)\n {\n var blur = template.replace('%index%', i);\n\n // value = i;\n\n // if(i >= halfLength)\n // {\n // value = kernelSize - i - 1;\n // }\n\n blur = blur.replace('%sampleIndex%', ((i - (halfLength - 1)) + \".0\"));\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize);\n\n return vertSource;\n}\n\nvar GAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\n\nvar fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}' ].join('\\n');\n\nfunction generateBlurFragSource(kernelSize)\n{\n var kernel = GAUSSIAN_VALUES[kernelSize];\n var halfLength = kernel.length;\n\n var fragSource = fragTemplate;\n\n var blurLoop = '';\n var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n var value;\n\n for (var i = 0; i < kernelSize; i++)\n {\n var blur = template.replace('%index%', i);\n\n value = i;\n\n if (i >= halfLength)\n {\n value = kernelSize - i - 1;\n }\n\n blur = blur.replace('%value%', kernel[value]);\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize);\n\n return fragSource;\n}\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nvar BlurFilterPass = /*@__PURE__*/(function (Filter) {\n function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize)\n {\n kernelSize = kernelSize || 5;\n var vertSrc = generateBlurVertSource(kernelSize, horizontal);\n var fragSrc = generateBlurFragSource(kernelSize);\n\n Filter.call(\n // vertex shader\n this, vertSrc,\n // fragment shader\n fragSrc\n );\n\n this.horizontal = horizontal;\n\n this.resolution = resolution || settings.RESOLUTION;\n\n this._quality = 0;\n\n this.quality = quality || 4;\n\n this.blur = strength || 8;\n }\n\n if ( Filter ) BlurFilterPass.__proto__ = Filter;\n BlurFilterPass.prototype = Object.create( Filter && Filter.prototype );\n BlurFilterPass.prototype.constructor = BlurFilterPass;\n\n var prototypeAccessors = { blur: { configurable: true },quality: { configurable: true } };\n\n BlurFilterPass.prototype.apply = function apply (filterManager, input, output, clear)\n {\n if (output)\n {\n if (this.horizontal)\n {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else\n {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n\n if (this.passes === 1)\n {\n filterManager.applyFilter(this, input, output, clear);\n }\n else\n {\n var renderTarget = filterManager.getFilterTexture();\n var renderer = filterManager.renderer;\n\n var flip = input;\n var flop = renderTarget;\n\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, false);\n\n for (var i = 1; i < this.passes - 1; i++)\n {\n renderer.renderTexture.bind(flip, flip.filterFrame);\n\n this.uniforms.uSampler = flop;\n\n var temp = flop;\n\n flop = flip;\n flip = temp;\n\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clear);\n filterManager.returnFilterTexture(renderTarget);\n }\n };\n /**\n * Sets the strength of both the blur.\n *\n * @member {number}\n * @default 16\n */\n prototypeAccessors.blur.get = function ()\n {\n return this.strength;\n };\n\n prototypeAccessors.blur.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n };\n\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quaility bluring but the lower the performance.\n *\n * @member {number}\n * @default 4\n */\n prototypeAccessors.quality.get = function ()\n {\n return this._quality;\n };\n\n prototypeAccessors.quality.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._quality = value;\n this.passes = value;\n };\n\n Object.defineProperties( BlurFilterPass.prototype, prototypeAccessors );\n\n return BlurFilterPass;\n}(Filter));\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nvar BlurFilter = /*@__PURE__*/(function (Filter) {\n function BlurFilter(strength, quality, resolution, kernelSize)\n {\n Filter.call(this);\n\n this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n\n this.resolution = resolution || settings.RESOLUTION;\n this.quality = quality || 4;\n this.blur = strength || 8;\n\n this.repeatEdgePixels = false;\n }\n\n if ( Filter ) BlurFilter.__proto__ = Filter;\n BlurFilter.prototype = Object.create( Filter && Filter.prototype );\n BlurFilter.prototype.constructor = BlurFilter;\n\n var prototypeAccessors = { blur: { configurable: true },quality: { configurable: true },blurX: { configurable: true },blurY: { configurable: true },blendMode: { configurable: true },repeatEdgePixels: { configurable: true } };\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n */\n BlurFilter.prototype.apply = function apply (filterManager, input, output, clear)\n {\n var xStrength = Math.abs(this.blurXFilter.strength);\n var yStrength = Math.abs(this.blurYFilter.strength);\n\n if (xStrength && yStrength)\n {\n var renderTarget = filterManager.getFilterTexture();\n\n this.blurXFilter.apply(filterManager, input, renderTarget, true);\n this.blurYFilter.apply(filterManager, renderTarget, output, clear);\n\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength)\n {\n this.blurYFilter.apply(filterManager, input, output, clear);\n }\n else\n {\n this.blurXFilter.apply(filterManager, input, output, clear);\n }\n };\n\n BlurFilter.prototype.updatePadding = function updatePadding ()\n {\n if (this._repeatEdgePixels)\n {\n this.padding = 0;\n }\n else\n {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n };\n\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n *\n * @member {number}\n * @default 2\n */\n prototypeAccessors.blur.get = function ()\n {\n return this.blurXFilter.blur;\n };\n\n prototypeAccessors.blur.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n };\n\n /**\n * Sets the number of passes for blur. More passes means higher quaility bluring.\n *\n * @member {number}\n * @default 1\n */\n prototypeAccessors.quality.get = function ()\n {\n return this.blurXFilter.quality;\n };\n\n prototypeAccessors.quality.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n };\n\n /**\n * Sets the strength of the blurX property\n *\n * @member {number}\n * @default 2\n */\n prototypeAccessors.blurX.get = function ()\n {\n return this.blurXFilter.blur;\n };\n\n prototypeAccessors.blurX.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.blurXFilter.blur = value;\n this.updatePadding();\n };\n\n /**\n * Sets the strength of the blurY property\n *\n * @member {number}\n * @default 2\n */\n prototypeAccessors.blurY.get = function ()\n {\n return this.blurYFilter.blur;\n };\n\n prototypeAccessors.blurY.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.blurYFilter.blur = value;\n this.updatePadding();\n };\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n prototypeAccessors.blendMode.get = function ()\n {\n return this.blurYFilter.blendMode;\n };\n\n prototypeAccessors.blendMode.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.blurYFilter.blendMode = value;\n };\n\n /**\n * If set to true the edge of the target will be clamped\n *\n * @member {bool}\n * @default false\n */\n prototypeAccessors.repeatEdgePixels.get = function ()\n {\n return this._repeatEdgePixels;\n };\n\n prototypeAccessors.repeatEdgePixels.set = function (value)\n {\n this._repeatEdgePixels = value;\n this.updatePadding();\n };\n\n Object.defineProperties( BlurFilter.prototype, prototypeAccessors );\n\n return BlurFilter;\n}(Filter));\n\nexport { BlurFilter, BlurFilterPass };\n//# sourceMappingURL=filter-blur.es.js.map\n","/*!\n * @pixi/filter-color-matrix - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/filter-color-matrix is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter, defaultFilterVertex } from '@pixi/core';\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\nuniform float m[20];\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n vec4 c = texture2D(uSampler, vTextureCoord);\\n\\n if (uAlpha == 0.0) {\\n gl_FragColor = c;\\n return;\\n }\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (c.a > 0.0) {\\n c.rgb /= c.a;\\n }\\n\\n vec4 result;\\n\\n result.r = (m[0] * c.r);\\n result.r += (m[1] * c.g);\\n result.r += (m[2] * c.b);\\n result.r += (m[3] * c.a);\\n result.r += m[4];\\n\\n result.g = (m[5] * c.r);\\n result.g += (m[6] * c.g);\\n result.g += (m[7] * c.b);\\n result.g += (m[8] * c.a);\\n result.g += m[9];\\n\\n result.b = (m[10] * c.r);\\n result.b += (m[11] * c.g);\\n result.b += (m[12] * c.b);\\n result.b += (m[13] * c.a);\\n result.b += m[14];\\n\\n result.a = (m[15] * c.r);\\n result.a += (m[16] * c.g);\\n result.a += (m[17] * c.b);\\n result.a += (m[18] * c.a);\\n result.a += m[19];\\n\\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\\n\\n // Premultiply alpha again.\\n rgb *= result.a;\\n\\n gl_FragColor = vec4(rgb, result.a);\\n}\\n\";\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nvar ColorMatrixFilter = /*@__PURE__*/(function (Filter) {\n function ColorMatrixFilter()\n {\n var uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n\n Filter.call(this, defaultFilterVertex, fragment, uniforms);\n\n this.alpha = 1;\n }\n\n if ( Filter ) ColorMatrixFilter.__proto__ = Filter;\n ColorMatrixFilter.prototype = Object.create( Filter && Filter.prototype );\n ColorMatrixFilter.prototype.constructor = ColorMatrixFilter;\n\n var prototypeAccessors = { matrix: { configurable: true },alpha: { configurable: true } };\n\n /**\n * Transforms current matrix and set the new one\n *\n * @param {number[]} matrix - 5x4 matrix\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype._loadMatrix = function _loadMatrix (matrix, multiply)\n {\n if ( multiply === void 0 ) multiply = false;\n\n var newMatrix = matrix;\n\n if (multiply)\n {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix);\n }\n\n // set the new matrix\n this.uniforms.m = newMatrix;\n };\n\n /**\n * Multiplies two mat5's\n *\n * @private\n * @param {number[]} out - 5x4 matrix the receiving matrix\n * @param {number[]} a - 5x4 matrix the first operand\n * @param {number[]} b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n ColorMatrixFilter.prototype._multiply = function _multiply (out, a, b)\n {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n\n return out;\n };\n\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n *\n * @private\n * @param {number[]} matrix - 5x4 matrix\n * @return {number[]} 5x4 matrix with all values between 0-1\n */\n ColorMatrixFilter.prototype._colorMatrix = function _colorMatrix (matrix)\n {\n // Create a Float32 Array and normalize the offset component to 0-1\n var m = new Float32Array(matrix);\n\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n\n return m;\n };\n\n /**\n * Adjusts brightness\n *\n * @param {number} b - value of the brigthness (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.brightness = function brightness (b, multiply)\n {\n var matrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Set the matrices in grey scales\n *\n * @param {number} scale - value of the grey (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.greyscale = function greyscale (scale, multiply)\n {\n var matrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Set the black and white matrice.\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.blackAndWhite = function blackAndWhite (multiply)\n {\n var matrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Set the hue property of the color\n *\n * @param {number} rotation - in degrees\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.hue = function hue (rotation, multiply)\n {\n rotation = (rotation || 0) / 180 * Math.PI;\n\n var cosR = Math.cos(rotation);\n var sinR = Math.sin(rotation);\n var sqrt = Math.sqrt;\n\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n\n var w = 1 / 3;\n var sqrW = sqrt(w); // weight is\n\n var a00 = cosR + ((1.0 - cosR) * w);\n var a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n\n var a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a11 = cosR + (w * (1.0 - cosR));\n var a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n\n var a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a22 = cosR + (w * (1.0 - cosR));\n\n var matrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n *\n * @param {number} amount - value of the contrast (0-1)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.contrast = function contrast (amount, multiply)\n {\n var v = (amount || 0) + 1;\n var o = -0.5 * (v - 1);\n\n var matrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n *\n * @param {number} amount - The saturation amount (0-1)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.saturate = function saturate (amount, multiply)\n {\n if ( amount === void 0 ) amount = 0;\n\n var x = (amount * 2 / 3) + 1;\n var y = ((x - 1) * -0.5);\n\n var matrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Desaturate image (remove color)\n *\n * Call the saturate function\n *\n */\n ColorMatrixFilter.prototype.desaturate = function desaturate () // eslint-disable-line no-unused-vars\n {\n this.saturate(-1);\n };\n\n /**\n * Negative image (inverse of classic rgb matrix)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.negative = function negative (multiply)\n {\n var matrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Sepia image\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.sepia = function sepia (multiply)\n {\n var matrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.technicolor = function technicolor (multiply)\n {\n var matrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Polaroid filter\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.polaroid = function polaroid (multiply)\n {\n var matrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.toBGR = function toBGR (multiply)\n {\n var matrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.kodachrome = function kodachrome (multiply)\n {\n var matrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.browni = function browni (multiply)\n {\n var matrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Vintage filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.vintage = function vintage (multiply)\n {\n var matrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n *\n * @param {number} desaturation - Tone values.\n * @param {number} toned - Tone values.\n * @param {string} lightColor - Tone values, example: `0xFFE580`\n * @param {string} darkColor - Tone values, example: `0xFFE580`\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.colorTone = function colorTone (desaturation, toned, lightColor, darkColor, multiply)\n {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n\n var lR = ((lightColor >> 16) & 0xFF) / 255;\n var lG = ((lightColor >> 8) & 0xFF) / 255;\n var lB = (lightColor & 0xFF) / 255;\n\n var dR = ((darkColor >> 16) & 0xFF) / 255;\n var dG = ((darkColor >> 8) & 0xFF) / 255;\n var dB = (darkColor & 0xFF) / 255;\n\n var matrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Night effect\n *\n * @param {number} intensity - The intensity of the night effect.\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.night = function night (intensity, multiply)\n {\n intensity = intensity || 0.1;\n var matrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n *\n * @param {number} amount - how much the predator feels his future victim\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.predator = function predator (amount, multiply)\n {\n var matrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * LSD effect\n *\n * Multiply the current matrix\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.lsd = function lsd (multiply)\n {\n var matrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, multiply);\n };\n\n /**\n * Erase the current matrix by setting the default one\n *\n */\n ColorMatrixFilter.prototype.reset = function reset ()\n {\n var matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0 ];\n\n this._loadMatrix(matrix, false);\n };\n\n /**\n * The matrix of the color matrix filter\n *\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n prototypeAccessors.matrix.get = function ()\n {\n return this.uniforms.m;\n };\n\n prototypeAccessors.matrix.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.uniforms.m = value;\n };\n\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n *\n * @member {number}\n * @default 1\n */\n prototypeAccessors.alpha.get = function ()\n {\n return this.uniforms.uAlpha;\n };\n\n prototypeAccessors.alpha.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.uniforms.uAlpha = value;\n };\n\n Object.defineProperties( ColorMatrixFilter.prototype, prototypeAccessors );\n\n return ColorMatrixFilter;\n}(Filter));\n\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n\nexport { ColorMatrixFilter };\n//# sourceMappingURL=filter-color-matrix.es.js.map\n","/*!\n * @pixi/filter-displacement - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/filter-displacement is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\n\nvar vertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 filterMatrix;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec2 vFilterCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n\\tgl_Position = filterVertexPosition();\\n\\tvTextureCoord = filterTextureCoord();\\n\\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vFilterCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform vec2 scale;\\nuniform mat2 rotation;\\nuniform sampler2D uSampler;\\nuniform sampler2D mapSampler;\\n\\nuniform highp vec4 inputSize;\\nuniform vec4 inputClamp;\\n\\nvoid main(void)\\n{\\n vec4 map = texture2D(mapSampler, vFilterCoord);\\n\\n map -= 0.5;\\n map.xy = scale * inputSize.zw * (rotation * map.xy);\\n\\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\\n}\\n\";\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nvar DisplacementFilter = /*@__PURE__*/(function (Filter) {\n function DisplacementFilter(sprite, scale)\n {\n var maskMatrix = new Matrix();\n\n sprite.renderable = false;\n\n Filter.call(this, vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n });\n\n this.maskSprite = sprite;\n this.maskMatrix = maskMatrix;\n\n if (scale === null || scale === undefined)\n {\n scale = 20;\n }\n\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n this.scale = new Point(scale, scale);\n }\n\n if ( Filter ) DisplacementFilter.__proto__ = Filter;\n DisplacementFilter.prototype = Object.create( Filter && Filter.prototype );\n DisplacementFilter.prototype.constructor = DisplacementFilter;\n\n var prototypeAccessors = { map: { configurable: true } };\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {boolean} clear - Should the output be cleared before rendering to it.\n */\n DisplacementFilter.prototype.apply = function apply (filterManager, input, output, clear)\n {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n\n // Extract rotation from world transform\n var wt = this.maskSprite.transform.worldTransform;\n var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n\n if (lenX !== 0 && lenY !== 0)\n {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n\n // draw the filter...\n filterManager.applyFilter(this, input, output, clear);\n };\n\n /**\n * The texture used for the displacement map. Must be power of 2 sized texture.\n *\n * @member {PIXI.Texture}\n */\n prototypeAccessors.map.get = function ()\n {\n return this.uniforms.mapSampler;\n };\n\n prototypeAccessors.map.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.uniforms.mapSampler = value;\n };\n\n Object.defineProperties( DisplacementFilter.prototype, prototypeAccessors );\n\n return DisplacementFilter;\n}(Filter));\n\nexport { DisplacementFilter };\n//# sourceMappingURL=filter-displacement.es.js.map\n","/*!\n * @pixi/filter-fxaa - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/filter-fxaa is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\n\nvar vertex = \"\\nattribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\n\\nuniform vec4 inputPixel;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\\n out vec2 v_rgbNW, out vec2 v_rgbNE,\\n out vec2 v_rgbSW, out vec2 v_rgbSE,\\n out vec2 v_rgbM) {\\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\\n v_rgbM = vec2(fragCoord * inverseVP);\\n}\\n\\nvoid main(void) {\\n\\n gl_Position = filterVertexPosition();\\n\\n vFragCoord = aVertexPosition * outputFrame.zw;\\n\\n texcoords(vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n}\\n\";\n\nvar fragment = \"varying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\nuniform sampler2D uSampler;\\nuniform highp vec4 inputPixel;\\n\\n\\n/**\\n Basic FXAA implementation based on the code on geeks3d.com with the\\n modification that the texture2DLod stuff was removed since it's\\n unsupported by WebGL.\\n\\n --\\n\\n From:\\n https://github.com/mitsuhiko/webgl-meincraft\\n\\n Copyright (c) 2011 by Armin Ronacher.\\n\\n Some rights reserved.\\n\\n Redistribution and use in source and binary forms, with or without\\n modification, are permitted provided that the following conditions are\\n met:\\n\\n * Redistributions of source code must retain the above copyright\\n notice, this list of conditions and the following disclaimer.\\n\\n * Redistributions in binary form must reproduce the above\\n copyright notice, this list of conditions and the following\\n disclaimer in the documentation and/or other materials provided\\n with the distribution.\\n\\n * The names of the contributors may not be used to endorse or\\n promote products derived from this software without specific\\n prior written permission.\\n\\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\\n \\\"AS IS\\\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\\n */\\n\\n#ifndef FXAA_REDUCE_MIN\\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\\n#endif\\n#ifndef FXAA_REDUCE_MUL\\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\\n#endif\\n#ifndef FXAA_SPAN_MAX\\n#define FXAA_SPAN_MAX 8.0\\n#endif\\n\\n//optimized version for mobile, where dependent\\n//texture reads can be a bottleneck\\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\\n vec2 v_rgbNW, vec2 v_rgbNE,\\n vec2 v_rgbSW, vec2 v_rgbSE,\\n vec2 v_rgbM) {\\n vec4 color;\\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\\n vec4 texColor = texture2D(tex, v_rgbM);\\n vec3 rgbM = texColor.xyz;\\n vec3 luma = vec3(0.299, 0.587, 0.114);\\n float lumaNW = dot(rgbNW, luma);\\n float lumaNE = dot(rgbNE, luma);\\n float lumaSW = dot(rgbSW, luma);\\n float lumaSE = dot(rgbSE, luma);\\n float lumaM = dot(rgbM, luma);\\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\\n\\n mediump vec2 dir;\\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\\n\\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\\n\\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\\n dir * rcpDirMin)) * inverseVP;\\n\\n vec3 rgbA = 0.5 * (\\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\\n\\n float lumaB = dot(rgbB, luma);\\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\\n color = vec4(rgbA, texColor.a);\\n else\\n color = vec4(rgbB, texColor.a);\\n return color;\\n}\\n\\nvoid main() {\\n\\n vec4 color;\\n\\n color = fxaa(uSampler, vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n *\n * @see https://github.com/mitsuhiko/webgl-meincraft\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n *\n */\nvar FXAAFilter = /*@__PURE__*/(function (Filter) {\n function FXAAFilter()\n {\n // TODO - needs work\n Filter.call(this, vertex, fragment);\n }\n\n if ( Filter ) FXAAFilter.__proto__ = Filter;\n FXAAFilter.prototype = Object.create( Filter && Filter.prototype );\n FXAAFilter.prototype.constructor = FXAAFilter;\n\n return FXAAFilter;\n}(Filter));\n\nexport { FXAAFilter };\n//# sourceMappingURL=filter-fxaa.es.js.map\n","/*!\n * @pixi/filter-noise - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/filter-noise is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter, defaultFilterVertex } from '@pixi/core';\n\nvar fragment = \"precision highp float;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform float uNoise;\\nuniform float uSeed;\\nuniform sampler2D uSampler;\\n\\nfloat rand(vec2 co)\\n{\\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\\n}\\n\\nvoid main()\\n{\\n vec4 color = texture2D(uSampler, vTextureCoord);\\n float randomValue = rand(gl_FragCoord.xy * uSeed);\\n float diff = (randomValue - 0.5) * uNoise;\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (color.a > 0.0) {\\n color.rgb /= color.a;\\n }\\n\\n color.r += diff;\\n color.g += diff;\\n color.b += diff;\\n\\n // Premultiply alpha again.\\n color.rgb *= color.a;\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * @author Vico @vicocotea\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n */\n\n/**\n * A Noise effect filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nvar NoiseFilter = /*@__PURE__*/(function (Filter) {\n function NoiseFilter(noise, seed)\n {\n if ( noise === void 0 ) noise = 0.5;\n if ( seed === void 0 ) seed = Math.random();\n\n Filter.call(this, defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n });\n\n this.noise = noise;\n this.seed = seed;\n }\n\n if ( Filter ) NoiseFilter.__proto__ = Filter;\n NoiseFilter.prototype = Object.create( Filter && Filter.prototype );\n NoiseFilter.prototype.constructor = NoiseFilter;\n\n var prototypeAccessors = { noise: { configurable: true },seed: { configurable: true } };\n\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n *\n * @member {number}\n * @default 0.5\n */\n prototypeAccessors.noise.get = function ()\n {\n return this.uniforms.uNoise;\n };\n\n prototypeAccessors.noise.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.uniforms.uNoise = value;\n };\n\n /**\n * A seed value to apply to the random noise generation. `Math.random()` is a good value to use.\n *\n * @member {number}\n */\n prototypeAccessors.seed.get = function ()\n {\n return this.uniforms.uSeed;\n };\n\n prototypeAccessors.seed.set = function (value) // eslint-disable-line require-jsdoc\n {\n this.uniforms.uSeed = value;\n };\n\n Object.defineProperties( NoiseFilter.prototype, prototypeAccessors );\n\n return NoiseFilter;\n}(Filter));\n\nexport { NoiseFilter };\n//# sourceMappingURL=filter-noise.es.js.map\n","/*!\n * @pixi/mixin-cache-as-bitmap - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/mixin-cache-as-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { RenderTexture, BaseTexture, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { DisplayObject } from '@pixi/display';\nimport { Matrix } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\n\nvar _tempMatrix = new Matrix();\n\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = false;\n\n// figured theres no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n */\nvar CacheData = function CacheData()\n{\n this.textureCacheId = null;\n\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n\n this.originalUpdateTransform = null;\n this.originalHitTest = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.sprite = null;\n};\n\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get: function get()\n {\n return this._cacheAsBitmap;\n },\n set: function set(value)\n {\n if (this._cacheAsBitmap === value)\n {\n return;\n }\n\n this._cacheAsBitmap = value;\n\n var data;\n\n if (value)\n {\n if (!this._cacheData)\n {\n this._cacheData = new CacheData();\n }\n\n data = this._cacheData;\n\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n\n data.originalDestroy = this.destroy;\n\n data.originalContainsPoint = this.containsPoint;\n\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else\n {\n data = this._cacheData;\n\n if (data.sprite)\n {\n this._destroyCachedDisplayObject();\n }\n\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n\n this.destroy = data.originalDestroy;\n\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n\n/**\n * Renders a cached version of the sprite with WebGL\n *\n * @private\n * @function _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer)\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObject(renderer);\n\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._render(renderer);\n};\n\n/**\n * Prepares the WebGL renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer)\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n var cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n var bounds = this.getLocalBounds().clone();\n\n // add some padding!\n if (this.filters)\n {\n var padding = this.filters[0].padding;\n\n bounds.pad(padding);\n }\n\n bounds.ceil(settings.RESOLUTION);\n\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n var cachedRenderTarget = renderer._activeRenderTarget;\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n\n // this renderTexture will be used to store the cached DisplayObject\n var renderTexture = RenderTexture.create(bounds.width, bounds.height);\n\n var textureCacheId = \"cacheAsBitmap_\" + (uid());\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n var m = _tempMatrix;\n\n m.tx = -bounds.x;\n m.ty = -bounds.y;\n\n // reset\n this.transform.worldTransform.identity();\n\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n\n renderer.render(this, renderTexture, true, m, true);\n // now restore the state be setting the new properties\n\n renderer.renderTexture.bind(cachedRenderTarget);\n\n // renderer.filterManager.filterStack = stack;\n\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Renders a cached version of the sprite with canvas\n *\n * @private\n * @function _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer)\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObjectCanvas(renderer);\n\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._renderCanvas(renderer);\n};\n\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer)\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // get bounds actually transforms the object for us already!\n var bounds = this.getLocalBounds();\n\n var cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n var cachedRenderTarget = renderer.context;\n\n bounds.ceil(settings.RESOLUTION);\n\n var renderTexture = RenderTexture.create(bounds.width, bounds.height);\n\n var textureCacheId = \"cacheAsBitmap_\" + (uid());\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n var m = _tempMatrix;\n\n this.transform.localTransform.copyTo(m);\n m.invert();\n\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n\n // renderTexture.render(this, m, true);\n renderer.render(this, renderTexture, true, m, false);\n\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Calculates the bounds of the cached sprite\n *\n * @private\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds()\n{\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite._calculateBounds();\n this._lastBoundsID = this._boundsID;\n};\n\n/**\n * Gets the bounds of the cached sprite.\n *\n * @private\n * @return {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds()\n{\n return this._cacheData.sprite.getLocalBounds();\n};\n\n/**\n * Destroys the cached sprite.\n *\n * @private\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject()\n{\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n\n this._cacheData.textureCacheId = null;\n};\n\n/**\n * Destroys the cached object.\n *\n * @private\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options)\n{\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n//# sourceMappingURL=mixin-cache-as-bitmap.es.js.map\n","/*!\n * @pixi/mixin-get-child-by-name - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/mixin-get-child-by-name is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n *\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n\n/**\n * Returns the display object in the container.\n *\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @return {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name)\n{\n for (var i = 0; i < this.children.length; i++)\n {\n if (this.children[i].name === name)\n {\n return this.children[i];\n }\n }\n\n return null;\n};\n//# sourceMappingURL=mixin-get-child-by-name.es.js.map\n","/*!\n * @pixi/mixin-get-global-position - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/mixin-get-global-position is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n *\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @return {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate)\n{\n if ( point === void 0 ) point = new Point();\n if ( skipUpdate === void 0 ) skipUpdate = false;\n\n if (this.parent)\n {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else\n {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n\n return point;\n};\n//# sourceMappingURL=mixin-get-global-position.es.js.map\n","/*!\n * @pixi/mesh - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/mesh is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { State, Shader, Program, TextureMatrix, Geometry, Buffer } from '@pixi/core';\nimport { Point, Polygon, Matrix } from '@pixi/math';\nimport { DRAW_MODES, BLEND_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { premultiplyTintToRgba } from '@pixi/utils';\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n *\n * @class\n * @memberof PIXI\n */\nvar MeshBatchUvs = function MeshBatchUvs(uvBuffer, uvMatrix)\n{\n /**\n * Buffer with normalized UV's\n * @member {PIXI.Buffer}\n */\n this.uvBuffer = uvBuffer;\n\n /**\n * Material UV matrix\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = uvMatrix;\n\n /**\n * UV Buffer data\n * @member {Float32Array}\n * @readonly\n */\n this.data = null;\n\n this._bufferUpdateId = -1;\n\n this._textureUpdateId = -1;\n\n this._updateID = 0;\n};\n\n/**\n * updates\n *\n * @param {boolean} forceUpdate - force the update\n */\nMeshBatchUvs.prototype.update = function update (forceUpdate)\n{\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID)\n {\n return;\n }\n\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n\n var data = this.uvBuffer.data;\n\n if (!this.data || this.data.length !== data.length)\n {\n this.data = new Float32Array(data.length);\n }\n\n this.uvMatrix.multiplyUvs(data, this.data);\n\n this._updateID++;\n};\n\nvar tempPoint = new Point();\nvar tempPolygon = new Polygon();\n\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make you life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nvar Mesh = /*@__PURE__*/(function (Container) {\n function Mesh(geometry, shader, state, drawMode)// vertices, uvs, indices, drawMode)\n {\n if ( drawMode === void 0 ) drawMode = DRAW_MODES.TRIANGLES;\n\n Container.call(this);\n\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n * @member {PIXI.Geometry}\n * @readonly\n */\n this.geometry = geometry;\n\n geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Mesh objects.\n * @member {PIXI.Shader|PIXI.MeshMaterial}\n */\n this.shader = shader;\n\n /**\n * Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n * @member {PIXI.State}\n */\n this.state = state || State.for2d();\n\n /**\n * The way the Mesh should be drawn, can be any of the {@link PIXI.DRAW_MODES} constants.\n *\n * @member {number}\n * @see PIXI.DRAW_MODES\n */\n this.drawMode = drawMode;\n\n /**\n * Typically the index of the IndexBuffer where to start drawing.\n * @member {number}\n * @default 0\n */\n this.start = 0;\n\n /**\n * How much of the geometry to draw, by default `0` renders everything.\n * @member {number}\n * @default 0\n */\n this.size = 0;\n\n /**\n * thease are used as easy access for batching\n * @member {Float32Array}\n * @private\n */\n this.uvs = null;\n\n /**\n * thease are used as easy access for batching\n * @member {Uint16Array}\n * @private\n */\n this.indices = null;\n\n /**\n * this is the caching layer used by the batcher\n * @member {Float32Array}\n * @private\n */\n this.vertexData = new Float32Array(1);\n\n /**\n * If geometry is changed used to decide to re-transform\n * the vertexData.\n * @member {number}\n * @private\n */\n this.vertexDirty = 0;\n\n this._transformID = -1;\n\n // Inherited from DisplayMode, set defaults\n this.tint = 0xFFFFFF;\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n\n /**\n * Batched UV's are cached for atlas textures\n * @member {PIXI.MeshBatchUvs}\n * @private\n */\n this.batchUvs = null;\n }\n\n if ( Container ) Mesh.__proto__ = Container;\n Mesh.prototype = Object.create( Container && Container.prototype );\n Mesh.prototype.constructor = Mesh;\n\n var prototypeAccessors = { uvBuffer: { configurable: true },verticesBuffer: { configurable: true },material: { configurable: true },blendMode: { configurable: true },roundPixels: { configurable: true },tint: { configurable: true },texture: { configurable: true } };\n\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @member {PIXI.Buffer}\n * @readonly\n */\n prototypeAccessors.uvBuffer.get = function ()\n {\n return this.geometry.buffers[1];\n };\n\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @member {PIXI.Buffer}\n * @readonly\n */\n prototypeAccessors.verticesBuffer.get = function ()\n {\n return this.geometry.buffers[0];\n };\n\n /**\n * Alias for {@link PIXI.Mesh#shader}.\n * @member {PIXI.Shader|PIXI.MeshMaterial}\n */\n prototypeAccessors.material.set = function (value)\n {\n this.shader = value;\n };\n\n prototypeAccessors.material.get = function ()\n {\n return this.shader;\n };\n\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n prototypeAccessors.blendMode.set = function (value)\n {\n this.state.blendMode = value;\n };\n\n prototypeAccessors.blendMode.get = function ()\n {\n return this.state.blendMode;\n };\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n prototypeAccessors.roundPixels.set = function (value)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n };\n\n prototypeAccessors.roundPixels.get = function ()\n {\n return this._roundPixels;\n };\n\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n prototypeAccessors.tint.get = function ()\n {\n return this.shader.tint;\n };\n\n prototypeAccessors.tint.set = function (value)\n {\n this.shader.tint = value;\n };\n\n /**\n * The texture that the Mesh uses.\n *\n * @member {PIXI.Texture}\n */\n prototypeAccessors.texture.get = function ()\n {\n return this.shader.texture;\n };\n\n prototypeAccessors.texture.set = function (value)\n {\n this.shader.texture = value;\n };\n\n /**\n * Standard renderer draw.\n * @protected\n */\n Mesh.prototype._render = function _render (renderer)\n {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n var vertices = this.geometry.buffers[0].data;\n\n // TODO benchmark check for attribute size..\n if (this.shader.batchable && this.drawMode === DRAW_MODES.TRIANGLES && vertices.length < Mesh.BATCHABLE_SIZE * 2)\n {\n this._renderToBatch(renderer);\n }\n else\n {\n this._renderDefault(renderer);\n }\n };\n\n /**\n * Standard non-batching way of rendering.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n Mesh.prototype._renderDefault = function _renderDefault (renderer)\n {\n var shader = this.shader;\n\n shader.alpha = this.worldAlpha;\n if (shader.update)\n {\n shader.update();\n }\n\n renderer.batch.flush();\n\n if (shader.program.uniformData.translationMatrix)\n {\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n }\n\n // bind and sync uniforms..\n renderer.shader.bind(shader);\n\n // set state..\n renderer.state.setState(this.state);\n\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n };\n\n /**\n * Rendering by using the Batch system.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n Mesh.prototype._renderToBatch = function _renderToBatch (renderer)\n {\n var geometry = this.geometry;\n\n if (this.shader.uvMatrix)\n {\n this.shader.uvMatrix.update();\n this.calculateUvs();\n }\n\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data;\n this._tintRGB = this.shader._tintRGB;\n this._texture = this.shader.texture;\n\n var pluginName = this.material.pluginName;\n\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n };\n\n /**\n * Updates vertexData field based on transform and vertices\n */\n Mesh.prototype.calculateVertices = function calculateVertices ()\n {\n var geometry = this.geometry;\n var vertices = geometry.buffers[0].data;\n\n if (geometry.vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID)\n {\n return;\n }\n\n this._transformID = this.transform._worldID;\n\n if (this.vertexData.length !== vertices.length)\n {\n this.vertexData = new Float32Array(vertices.length);\n }\n\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n\n var vertexData = this.vertexData;\n\n for (var i = 0; i < vertexData.length / 2; i++)\n {\n var x = vertices[(i * 2)];\n var y = vertices[(i * 2) + 1];\n\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n\n if (this._roundPixels)\n {\n for (var i$1 = 0; i$1 < vertexData.length; i$1++)\n {\n vertexData[i$1] = Math.round(vertexData[i$1]);\n }\n }\n\n this.vertexDirty = geometry.vertexDirtyId;\n };\n\n /**\n * Updates uv field based on from geometry uv's or batchUvs\n */\n Mesh.prototype.calculateUvs = function calculateUvs ()\n {\n var geomUvs = this.geometry.buffers[1];\n\n if (!this.shader.uvMatrix.isSimple)\n {\n if (!this.batchUvs)\n {\n this.batchUvs = new MeshBatchUvs(geomUvs, this.shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else\n {\n this.uvs = geomUvs.data;\n }\n };\n\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n *\n * @protected\n */\n Mesh.prototype._calculateBounds = function _calculateBounds ()\n {\n this.calculateVertices();\n\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n };\n\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n *\n * @param {PIXI.Point} point the point to test\n * @return {boolean} the result of the test\n */\n Mesh.prototype.containsPoint = function containsPoint (point)\n {\n if (!this.getBounds().contains(point.x, point.y))\n {\n return false;\n }\n\n this.worldTransform.applyInverse(point, tempPoint);\n\n var vertices = this.geometry.getBuffer('aVertexPosition').data;\n\n var points = tempPolygon.points;\n var indices = this.geometry.getIndex().data;\n var len = indices.length;\n var step = this.drawMode === 4 ? 3 : 1;\n\n for (var i = 0; i + 2 < len; i += step)\n {\n var ind0 = indices[i] * 2;\n var ind1 = indices[i + 1] * 2;\n var ind2 = indices[i + 2] * 2;\n\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n\n if (tempPolygon.contains(tempPoint.x, tempPoint.y))\n {\n return true;\n }\n }\n\n return false;\n };\n /**\n * Destroys the Mesh object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n */\n Mesh.prototype.destroy = function destroy (options)\n {\n Container.prototype.destroy.call(this, options);\n\n this.geometry.refCount--;\n if (this.geometry.refCount === 0)\n {\n this.geometry.dispose();\n }\n\n this.geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n };\n\n Object.defineProperties( Mesh.prototype, prototypeAccessors );\n\n return Mesh;\n}(Container));\n\n/**\n * The maximum number of vertices to consider batchable. Generally, the complexity\n * of the geometry.\n * @memberof PIXI.Mesh\n * @static\n * @member {number} BATCHABLE_SIZE\n */\nMesh.BATCHABLE_SIZE = 100;\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTextureMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform vec4 uColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\\n}\\n\";\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nvar MeshMaterial = /*@__PURE__*/(function (Shader) {\n function MeshMaterial(uSampler, options)\n {\n var uniforms = {\n uSampler: uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n\n if (options.uniforms)\n {\n Object.assign(uniforms, options.uniforms);\n }\n\n Shader.call(this, options.program || Program.from(vertex, fragment), uniforms);\n\n /**\n * Only do update if tint or alpha changes.\n * @member {boolean}\n * @private\n * @default false\n */\n this._colorDirty = false;\n\n /**\n * TextureMatrix instance for this Mesh, used to track Texture changes\n *\n * @member {PIXI.TextureMatrix}\n * @readonly\n */\n this.uvMatrix = new TextureMatrix(uSampler);\n\n /**\n * `true` if shader can be batch with the renderer's batch system.\n * @member {boolean}\n * @default true\n */\n this.batchable = options.program === undefined;\n\n /**\n * Renderer plugin for batching\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = options.pluginName;\n\n this.tint = options.tint;\n this.alpha = options.alpha;\n }\n\n if ( Shader ) MeshMaterial.__proto__ = Shader;\n MeshMaterial.prototype = Object.create( Shader && Shader.prototype );\n MeshMaterial.prototype.constructor = MeshMaterial;\n\n var prototypeAccessors = { texture: { configurable: true },alpha: { configurable: true },tint: { configurable: true } };\n\n /**\n * Reference to the texture being rendered.\n * @member {PIXI.Texture}\n */\n prototypeAccessors.texture.get = function ()\n {\n return this.uniforms.uSampler;\n };\n prototypeAccessors.texture.set = function (value)\n {\n if (this.uniforms.uSampler !== value)\n {\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n };\n\n /**\n * This gets automatically set by the object using this.\n *\n * @default 1\n * @member {number}\n */\n prototypeAccessors.alpha.set = function (value)\n {\n if (value === this._alpha) { return; }\n\n this._alpha = value;\n this._colorDirty = true;\n };\n prototypeAccessors.alpha.get = function ()\n {\n return this._alpha;\n };\n\n /**\n * Multiply tint for the material.\n * @member {number}\n * @default 0xFFFFFF\n */\n prototypeAccessors.tint.set = function (value)\n {\n if (value === this._tint) { return; }\n\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n };\n prototypeAccessors.tint.get = function ()\n {\n return this._tint;\n };\n\n /**\n * Gets called automatically by the Mesh. Intended to be overridden for custom\n * MeshMaterial objects.\n */\n MeshMaterial.prototype.update = function update ()\n {\n if (this._colorDirty)\n {\n this._colorDirty = false;\n var baseTexture = this.texture.baseTexture;\n\n premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.premultiplyAlpha);\n }\n if (this.uvMatrix.update())\n {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n };\n\n Object.defineProperties( MeshMaterial.prototype, prototypeAccessors );\n\n return MeshMaterial;\n}(Shader));\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @class\n * @memberof PIXI\n * @extends PIXI.Geometry\n */\nvar MeshGeometry = /*@__PURE__*/(function (Geometry) {\n function MeshGeometry(vertices, uvs, index)\n {\n Geometry.call(this);\n\n var verticesBuffer = new Buffer(vertices);\n var uvsBuffer = new Buffer(uvs, true);\n var indexBuffer = new Buffer(index, true, true);\n\n this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n\n /**\n * Dirty flag to limit update calls on Mesh. For example,\n * limiting updates on a single Mesh instance with a shared Geometry\n * within the render loop.\n * @private\n * @member {number}\n * @default -1\n */\n this._updateId = -1;\n }\n\n if ( Geometry ) MeshGeometry.__proto__ = Geometry;\n MeshGeometry.prototype = Object.create( Geometry && Geometry.prototype );\n MeshGeometry.prototype.constructor = MeshGeometry;\n\n var prototypeAccessors = { vertexDirtyId: { configurable: true } };\n\n /**\n * If the vertex position is updated.\n * @member {number}\n * @readonly\n * @private\n */\n prototypeAccessors.vertexDirtyId.get = function ()\n {\n return this.buffers[0]._updateID;\n };\n\n Object.defineProperties( MeshGeometry.prototype, prototypeAccessors );\n\n return MeshGeometry;\n}(Geometry));\n\nexport { Mesh, MeshBatchUvs, MeshGeometry, MeshMaterial };\n//# sourceMappingURL=mesh.es.js.map\n","/*!\n * @pixi/mesh-extras - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/mesh-extras is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MeshGeometry, Mesh, MeshMaterial } from '@pixi/mesh';\nimport { Texture } from '@pixi/core';\n\nvar PlaneGeometry = /*@__PURE__*/(function (MeshGeometry) {\n function PlaneGeometry(width, height, segWidth, segHeight)\n {\n if ( width === void 0 ) width = 100;\n if ( height === void 0 ) height = 100;\n if ( segWidth === void 0 ) segWidth = 10;\n if ( segHeight === void 0 ) segHeight = 10;\n\n MeshGeometry.call(this);\n\n this.segWidth = segWidth;\n this.segHeight = segHeight;\n\n this.width = width;\n this.height = height;\n\n this.build();\n }\n\n if ( MeshGeometry ) PlaneGeometry.__proto__ = MeshGeometry;\n PlaneGeometry.prototype = Object.create( MeshGeometry && MeshGeometry.prototype );\n PlaneGeometry.prototype.constructor = PlaneGeometry;\n\n /**\n * Refreshes plane coordinates\n * @private\n */\n PlaneGeometry.prototype.build = function build ()\n {\n var total = this.segWidth * this.segHeight;\n var verts = [];\n var uvs = [];\n var indices = [];\n\n var segmentsX = this.segWidth - 1;\n var segmentsY = this.segHeight - 1;\n\n var sizeX = (this.width) / segmentsX;\n var sizeY = (this.height) / segmentsY;\n\n for (var i = 0; i < total; i++)\n {\n var x = (i % this.segWidth);\n var y = ((i / this.segWidth) | 0);\n\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n\n var totalSub = segmentsX * segmentsY;\n\n for (var i$1 = 0; i$1 < totalSub; i$1++)\n {\n var xpos = i$1 % segmentsX;\n var ypos = (i$1 / segmentsX) | 0;\n\n var value = (ypos * this.segWidth) + xpos;\n var value2 = (ypos * this.segWidth) + xpos + 1;\n var value3 = ((ypos + 1) * this.segWidth) + xpos;\n var value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n\n indices.push(value, value2, value3,\n value2, value4, value3);\n }\n\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n };\n\n return PlaneGeometry;\n}(MeshGeometry));\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n *\n * @class\n * @extends PIXI.MeshGeometry\n * @memberof PIXI\n *\n */\nvar RopeGeometry = /*@__PURE__*/(function (MeshGeometry) {\n function RopeGeometry(width, points)\n {\n if ( width === void 0 ) width = 200;\n\n MeshGeometry.call(this, new Float32Array(points.length * 4),\n new Float32Array(points.length * 4),\n new Uint16Array((points.length - 1) * 6));\n\n /**\n * An array of points that determine the rope\n * @member {PIXI.Point[]}\n */\n this.points = points;\n\n /**\n * The width (i.e., thickness) of the rope.\n * @member {number}\n * @readOnly\n */\n this.width = width;\n\n this.build();\n }\n\n if ( MeshGeometry ) RopeGeometry.__proto__ = MeshGeometry;\n RopeGeometry.prototype = Object.create( MeshGeometry && MeshGeometry.prototype );\n RopeGeometry.prototype.constructor = RopeGeometry;\n /**\n * Refreshes Rope indices and uvs\n * @private\n */\n RopeGeometry.prototype.build = function build ()\n {\n var points = this.points;\n\n if (!points) { return; }\n\n var vertexBuffer = this.getBuffer('aVertexPosition');\n var uvBuffer = this.getBuffer('aTextureCoord');\n var indexBuffer = this.getIndex();\n\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1)\n {\n return;\n }\n\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length)\n {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n\n // indices[0] = 0;\n // indices[1] = 1;\n\n var total = points.length; // - 1;\n\n for (var i = 0; i < total; i++)\n {\n // time to do some smart drawing!\n var index = i * 4;\n var amount = i / (total - 1);\n\n uvs[index] = amount;\n uvs[index + 1] = 0;\n\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n\n var indexCount = 0;\n\n for (var i$1 = 0; i$1 < total - 1; i$1++)\n {\n var index$1 = i$1 * 2;\n\n indices[indexCount++] = index$1;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 2;\n\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 3;\n }\n\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n\n this.updateVertices();\n };\n\n /**\n * refreshes vertices of Rope mesh\n */\n RopeGeometry.prototype.updateVertices = function updateVertices ()\n {\n var points = this.points;\n\n if (points.length < 1)\n {\n return;\n }\n\n var lastPoint = points[0];\n var nextPoint;\n var perpX = 0;\n var perpY = 0;\n\n // this.count -= 0.2;\n\n var vertices = this.buffers[0].data;\n var total = points.length;\n\n for (var i = 0; i < total; i++)\n {\n var point = points[i];\n var index = i * 4;\n\n if (i < points.length - 1)\n {\n nextPoint = points[i + 1];\n }\n else\n {\n nextPoint = point;\n }\n\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n\n var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n var num = this.width / 2; // (20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;\n\n perpX /= perpLength;\n perpY /= perpLength;\n\n perpX *= num;\n perpY *= num;\n\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n\n lastPoint = point;\n }\n\n this.buffers[0].update();\n };\n\n RopeGeometry.prototype.update = function update ()\n {\n this.updateVertices();\n };\n\n return RopeGeometry;\n}(MeshGeometry));\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.Rope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nvar SimpleRope = /*@__PURE__*/(function (Mesh) {\n function SimpleRope(texture, points)\n {\n var ropeGeometry = new RopeGeometry(texture.height, points);\n var meshMaterial = new MeshMaterial(texture);\n\n Mesh.call(this, ropeGeometry, meshMaterial);\n\n /**\n * re-calculate vertices by rope points each frame\n *\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n if ( Mesh ) SimpleRope.__proto__ = Mesh;\n SimpleRope.prototype = Object.create( Mesh && Mesh.prototype );\n SimpleRope.prototype.constructor = SimpleRope;\n\n SimpleRope.prototype._render = function _render (renderer)\n {\n if (this.autoUpdate\n || this.geometry.width !== this.shader.texture.height)\n {\n this.geometry.width = this.shader.texture.height;\n this.geometry.update();\n }\n\n Mesh.prototype._render.call(this, renderer);\n };\n\n return SimpleRope;\n}(Mesh));\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nvar SimplePlane = /*@__PURE__*/(function (Mesh) {\n function SimplePlane(texture, verticesX, verticesY)\n {\n var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n var meshMaterial = new MeshMaterial(Texture.WHITE);\n\n Mesh.call(this, planeGeometry, meshMaterial);\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n if ( Mesh ) SimplePlane.__proto__ = Mesh;\n SimplePlane.prototype = Object.create( Mesh && Mesh.prototype );\n SimplePlane.prototype.constructor = SimplePlane;\n\n var prototypeAccessors = { texture: { configurable: true } };\n\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n SimplePlane.prototype.textureUpdated = function textureUpdated ()\n {\n this._textureID = this.shader.texture._updateID;\n\n this.geometry.width = this.shader.texture.width;\n this.geometry.height = this.shader.texture.height;\n\n this.geometry.build();\n };\n\n prototypeAccessors.texture.set = function (value)\n {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n\n if (this.shader.texture === value)\n {\n return;\n }\n\n this.shader.texture = value;\n this._textureID = -1;\n\n if (value.baseTexture.valid)\n {\n this.textureUpdated();\n }\n else\n {\n value.once('update', this.textureUpdated, this);\n }\n };\n\n prototypeAccessors.texture.get = function ()\n {\n return this.shader.texture;\n };\n\n SimplePlane.prototype._render = function _render (renderer)\n {\n if (this._textureID !== this.shader.texture._updateID)\n {\n this.textureUpdated();\n }\n\n Mesh.prototype._render.call(this, renderer);\n };\n\n Object.defineProperties( SimplePlane.prototype, prototypeAccessors );\n\n return SimplePlane;\n}(Mesh));\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n */\nvar SimpleMesh = /*@__PURE__*/(function (Mesh) {\n function SimpleMesh(texture, vertices, uvs, indices, drawMode)\n {\n if ( texture === void 0 ) texture = Texture.EMPTY;\n\n var geometry = new MeshGeometry(vertices, uvs, indices);\n\n geometry.getBuffer('aVertexPosition').static = false;\n\n var meshMaterial = new MeshMaterial(texture);\n\n Mesh.call(this, geometry, meshMaterial, null, drawMode);\n\n /**\n * upload vertices buffer each frame\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n if ( Mesh ) SimpleMesh.__proto__ = Mesh;\n SimpleMesh.prototype = Object.create( Mesh && Mesh.prototype );\n SimpleMesh.prototype.constructor = SimpleMesh;\n\n var prototypeAccessors = { vertices: { configurable: true } };\n\n /**\n * Collection of vertices data.\n * @member {Float32Array}\n */\n prototypeAccessors.vertices.get = function ()\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n };\n prototypeAccessors.vertices.set = function (value)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n };\n\n SimpleMesh.prototype._render = function _render (renderer)\n {\n if (this.autoUpdate)\n {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n\n Mesh.prototype._render.call(this, renderer);\n };\n\n Object.defineProperties( SimpleMesh.prototype, prototypeAccessors );\n\n return SimpleMesh;\n}(Mesh));\n\nvar DEFAULT_BORDER_SIZE = 10;\n\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *
\n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
\n *\n * @class\n * @extends PIXI.SimplePlane\n * @memberof PIXI\n *\n */\nvar NineSlicePlane = /*@__PURE__*/(function (SimplePlane) {\n function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight)\n {\n SimplePlane.call(this, Texture.WHITE, 4, 4);\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._width = this._origWidth;\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._height = this._origHeight;\n\n /**\n * The width of the left column (a)\n *\n * @member {number}\n * @private\n */\n this._leftWidth = typeof leftWidth !== 'undefined' ? leftWidth : DEFAULT_BORDER_SIZE;\n\n /**\n * The width of the right column (b)\n *\n * @member {number}\n * @private\n */\n this._rightWidth = typeof rightWidth !== 'undefined' ? rightWidth : DEFAULT_BORDER_SIZE;\n\n /**\n * The height of the top row (c)\n *\n * @member {number}\n * @private\n */\n this._topHeight = typeof topHeight !== 'undefined' ? topHeight : DEFAULT_BORDER_SIZE;\n\n /**\n * The height of the bottom row (d)\n *\n * @member {number}\n * @private\n */\n this._bottomHeight = typeof bottomHeight !== 'undefined' ? bottomHeight : DEFAULT_BORDER_SIZE;\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n if ( SimplePlane ) NineSlicePlane.__proto__ = SimplePlane;\n NineSlicePlane.prototype = Object.create( SimplePlane && SimplePlane.prototype );\n NineSlicePlane.prototype.constructor = NineSlicePlane;\n\n var prototypeAccessors = { vertices: { configurable: true },width: { configurable: true },height: { configurable: true },leftWidth: { configurable: true },rightWidth: { configurable: true },topHeight: { configurable: true },bottomHeight: { configurable: true } };\n\n NineSlicePlane.prototype.textureUpdated = function textureUpdated ()\n {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n };\n\n prototypeAccessors.vertices.get = function ()\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n };\n\n prototypeAccessors.vertices.set = function (value)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n };\n\n /**\n * Updates the horizontal vertices.\n *\n */\n NineSlicePlane.prototype.updateHorizontalVertices = function updateHorizontalVertices ()\n {\n var vertices = this.vertices;\n\n var h = this._topHeight + this._bottomHeight;\n var scale = this._height > h ? 1.0 : this._height / h;\n\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n };\n\n /**\n * Updates the vertical vertices.\n *\n */\n NineSlicePlane.prototype.updateVerticalVertices = function updateVerticalVertices ()\n {\n var vertices = this.vertices;\n\n var w = this._leftWidth + this._rightWidth;\n var scale = this._width > w ? 1.0 : this._width / w;\n\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n };\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n prototypeAccessors.width.get = function ()\n {\n return this._width;\n };\n\n prototypeAccessors.width.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._width = value;\n this._refresh();\n };\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n prototypeAccessors.height.get = function ()\n {\n return this._height;\n };\n\n prototypeAccessors.height.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._height = value;\n this._refresh();\n };\n\n /**\n * The width of the left column\n *\n * @member {number}\n */\n prototypeAccessors.leftWidth.get = function ()\n {\n return this._leftWidth;\n };\n\n prototypeAccessors.leftWidth.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._leftWidth = value;\n this._refresh();\n };\n\n /**\n * The width of the right column\n *\n * @member {number}\n */\n prototypeAccessors.rightWidth.get = function ()\n {\n return this._rightWidth;\n };\n\n prototypeAccessors.rightWidth.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._rightWidth = value;\n this._refresh();\n };\n\n /**\n * The height of the top row\n *\n * @member {number}\n */\n prototypeAccessors.topHeight.get = function ()\n {\n return this._topHeight;\n };\n\n prototypeAccessors.topHeight.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._topHeight = value;\n this._refresh();\n };\n\n /**\n * The height of the bottom row\n *\n * @member {number}\n */\n prototypeAccessors.bottomHeight.get = function ()\n {\n return this._bottomHeight;\n };\n\n prototypeAccessors.bottomHeight.set = function (value) // eslint-disable-line require-jsdoc\n {\n this._bottomHeight = value;\n this._refresh();\n };\n\n /**\n * Refreshes NineSlicePlane coords. All of them.\n */\n NineSlicePlane.prototype._refresh = function _refresh ()\n {\n var texture = this.texture;\n\n var uvs = this.geometry.buffers[1].data;\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n var _uvw = 1.0 / this._origWidth;\n var _uvh = 1.0 / this._origHeight;\n\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n };\n\n Object.defineProperties( NineSlicePlane.prototype, prototypeAccessors );\n\n return NineSlicePlane;\n}(SimplePlane));\n\nexport { NineSlicePlane, PlaneGeometry, RopeGeometry, SimpleMesh, SimplePlane, SimpleRope };\n//# sourceMappingURL=mesh-extras.es.js.map\n","/*!\n * @pixi/sprite-animated - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * @pixi/sprite-animated is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nvar AnimatedSprite = /*@__PURE__*/(function (Sprite) {\n function AnimatedSprite(textures, autoUpdate)\n {\n Sprite.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture);\n\n /**\n * @type {PIXI.Texture[]}\n * @private\n */\n this._textures = null;\n\n /**\n * @type {number[]}\n * @private\n */\n this._durations = null;\n\n this.textures = textures;\n\n /**\n * `true` uses PIXI.Ticker.shared to auto update animation time.\n * @type {boolean}\n * @default true\n * @private\n */\n this._autoUpdate = autoUpdate !== false;\n\n /**\n * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower.\n *\n * @member {number}\n * @default 1\n */\n this.animationSpeed = 1;\n\n /**\n * Whether or not the animate sprite repeats after playing.\n *\n * @member {boolean}\n * @default true\n */\n this.loop = true;\n\n /**\n * Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes.\n *\n * Useful with [sprite sheet animations]{@link PIXI.Spritesheet#animations} created with tools.\n * Changing anchor for each frame allows to pin sprite origin to certain moving feature\n * of the frame (e.g. left foot).\n *\n * Note: Enabling this will override any previously set `anchor` on each frame change.\n *\n * @member {boolean}\n * @default false\n */\n this.updateAnchor = false;\n\n /**\n * Function to call when an AnimatedSprite finishes playing.\n *\n * @member {Function}\n */\n this.onComplete = null;\n\n /**\n * Function to call when an AnimatedSprite changes which texture is being rendered.\n *\n * @member {Function}\n */\n this.onFrameChange = null;\n\n /**\n * Function to call when `loop` is true, and an AnimatedSprite is played and loops around to start again.\n *\n * @member {Function}\n */\n this.onLoop = null;\n\n /**\n * Elapsed time since animation has been started, used internally to display current texture.\n *\n * @member {number}\n * @private\n */\n this._currentTime = 0;\n\n /**\n * Indicates if the AnimatedSprite is currently playing.\n *\n * @member {boolean}\n * @readonly\n */\n this.playing = false;\n }\n\n if ( Sprite ) AnimatedSprite.__proto__ = Sprite;\n AnimatedSprite.prototype = Object.create( Sprite && Sprite.prototype );\n AnimatedSprite.prototype.constructor = AnimatedSprite;\n\n var prototypeAccessors = { totalFrames: { configurable: true },textures: { configurable: true },currentFrame: { configurable: true } };\n\n /**\n * Stops the AnimatedSprite.\n *\n */\n AnimatedSprite.prototype.stop = function stop ()\n {\n if (!this.playing)\n {\n return;\n }\n\n this.playing = false;\n if (this._autoUpdate)\n {\n Ticker.shared.remove(this.update, this);\n }\n };\n\n /**\n * Plays the AnimatedSprite.\n *\n */\n AnimatedSprite.prototype.play = function play ()\n {\n if (this.playing)\n {\n return;\n }\n\n this.playing = true;\n if (this._autoUpdate)\n {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n }\n };\n\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n *\n * @param {number} frameNumber - Frame index to stop at.\n */\n AnimatedSprite.prototype.gotoAndStop = function gotoAndStop (frameNumber)\n {\n this.stop();\n\n var previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n };\n\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n *\n * @param {number} frameNumber - Frame index to start at.\n */\n AnimatedSprite.prototype.gotoAndPlay = function gotoAndPlay (frameNumber)\n {\n var previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n\n this.play();\n };\n\n /**\n * Updates the object transform for rendering.\n *\n * @private\n * @param {number} deltaTime - Time since last tick.\n */\n AnimatedSprite.prototype.update = function update (deltaTime)\n {\n var elapsed = this.animationSpeed * deltaTime;\n var previousFrame = this.currentFrame;\n\n if (this._durations !== null)\n {\n var lag = this._currentTime % 1 * this._durations[this.currentFrame];\n\n lag += elapsed / 60 * 1000;\n\n while (lag < 0)\n {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n\n var sign = Math.sign(this.animationSpeed * deltaTime);\n\n this._currentTime = Math.floor(this._currentTime);\n\n while (lag >= this._durations[this.currentFrame])\n {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else\n {\n this._currentTime += elapsed;\n }\n\n if (this._currentTime < 0 && !this.loop)\n {\n this.gotoAndStop(0);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop)\n {\n this.gotoAndStop(this._textures.length - 1);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame)\n {\n if (this.loop && this.onLoop)\n {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame)\n {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame)\n {\n this.onLoop();\n }\n }\n\n this.updateTexture();\n }\n };\n\n /**\n * Updates the displayed texture to match the current frame index.\n *\n * @private\n */\n AnimatedSprite.prototype.updateTexture = function updateTexture ()\n {\n this._texture = this._textures[this.currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n\n if (this.updateAnchor)\n {\n this._anchor.copy(this._texture.defaultAnchor);\n }\n\n if (this.onFrameChange)\n {\n this.onFrameChange(this.currentFrame);\n }\n };\n\n /**\n * Stops the AnimatedSprite and destroys it.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n AnimatedSprite.prototype.destroy = function destroy (options)\n {\n this.stop();\n Sprite.prototype.destroy.call(this, options);\n\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n };\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n *\n * @static\n * @param {string[]} frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @return {AnimatedSprite} The new animated sprite with the specified frames.\n */\n AnimatedSprite.fromFrames = function fromFrames (frames)\n {\n var textures = [];\n\n for (var i = 0; i < frames.length; ++i)\n {\n textures.push(Texture.from(frames[i]));\n }\n\n return new AnimatedSprite(textures);\n };\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n *\n * @static\n * @param {string[]} images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @return {AnimatedSprite} The new animate sprite with the specified images as frames.\n */\n AnimatedSprite.fromImages = function fromImages (images)\n {\n var textures = [];\n\n for (var i = 0; i < images.length; ++i)\n {\n textures.push(Texture.from(images[i]));\n }\n\n return new AnimatedSprite(textures);\n };\n\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n *\n * @readonly\n * @member {number}\n * @default 0\n */\n prototypeAccessors.totalFrames.get = function ()\n {\n return this._textures.length;\n };\n\n /**\n * The array of textures used for this AnimatedSprite.\n *\n * @member {PIXI.Texture[]}\n */\n prototypeAccessors.textures.get = function ()\n {\n return this._textures;\n };\n\n prototypeAccessors.textures.set = function (value) // eslint-disable-line require-jsdoc\n {\n if (value[0] instanceof Texture)\n {\n this._textures = value;\n this._durations = null;\n }\n else\n {\n this._textures = [];\n this._durations = [];\n\n for (var i = 0; i < value.length; i++)\n {\n this._textures.push(value[i].texture);\n this._durations.push(value[i].time);\n }\n }\n this.gotoAndStop(0);\n this.updateTexture();\n };\n\n /**\n * The AnimatedSprites current frame index.\n *\n * @member {number}\n * @readonly\n */\n prototypeAccessors.currentFrame.get = function ()\n {\n var currentFrame = Math.floor(this._currentTime) % this._textures.length;\n\n if (currentFrame < 0)\n {\n currentFrame += this._textures.length;\n }\n\n return currentFrame;\n };\n\n Object.defineProperties( AnimatedSprite.prototype, prototypeAccessors );\n\n return AnimatedSprite;\n}(Sprite));\n\n/**\n * @memberof PIXI.AnimatedSprite\n * @typedef {object} FrameObject\n * @type {object}\n * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame\n * @property {number} time - the duration of the frame in ms\n */\n\nexport { AnimatedSprite };\n//# sourceMappingURL=sprite-animated.es.js.map\n","/*!\n * pixi.js - v5.0.4\n * Compiled Fri, 07 Jun 2019 17:17:49 UTC\n *\n * pixi.js is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport '@pixi/polyfill';\nimport { AccessibilityManager } from '@pixi/accessibility';\nimport * as accessibility from '@pixi/accessibility';\nexport { accessibility };\nimport { Extract } from '@pixi/extract';\nimport * as extract from '@pixi/extract';\nexport { extract };\nimport { InteractionManager } from '@pixi/interaction';\nimport * as interaction from '@pixi/interaction';\nexport { interaction };\nimport { Prepare } from '@pixi/prepare';\nimport * as prepare from '@pixi/prepare';\nexport { prepare };\nimport { deprecation } from '@pixi/utils';\nimport * as utils from '@pixi/utils';\nexport { utils };\nimport { Application } from '@pixi/app';\nexport * from '@pixi/app';\nimport { Renderer, BatchRenderer } from '@pixi/core';\nexport * from '@pixi/core';\nimport { Loader, AppLoaderPlugin } from '@pixi/loaders';\nexport * from '@pixi/loaders';\nimport { ParticleRenderer } from '@pixi/particles';\nexport * from '@pixi/particles';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nexport * from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nexport * from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nexport * from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nexport * from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\nexport * from '@pixi/constants';\nexport * from '@pixi/display';\nexport * from '@pixi/graphics';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/text';\nexport * from '@pixi/settings';\n\nvar v5 = '5.0.0';\n\n/**\n * Deprecations (backward compatibilities) are automatically applied for browser bundles\n * in the UMD module format. If using Webpack or Rollup, you'll need to apply these\n * deprecations manually by doing something like this:\n * @example\n * import * as PIXI from 'pixi.js';\n * PIXI.useDeprecated(); // MUST be bound to namespace\n * @memberof PIXI\n * @function useDeprecated\n */\nfunction useDeprecated()\n{\n var PIXI = this;\n\n Object.defineProperties(PIXI, {\n /**\n * @constant {RegExp|string} SVG_SIZE\n * @memberof PIXI\n * @see PIXI.resources.SVGResource.SVG_SIZE\n * @deprecated since 5.0.0\n */\n SVG_SIZE: {\n get: function get()\n {\n deprecation(v5, 'PIXI.utils.SVG_SIZE property has moved to PIXI.resources.SVGResource.SVG_SIZE');\n\n return PIXI.SVGResource.SVG_SIZE;\n },\n },\n\n /**\n * @class PIXI.TransformStatic\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformStatic: {\n get: function get()\n {\n deprecation(v5, 'PIXI.TransformStatic class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * @class PIXI.TransformBase\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformBase: {\n get: function get()\n {\n deprecation(v5, 'PIXI.TransformBase class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @enum {number}\n * @deprecated since 5.0.0\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\n TRANSFORM_MODE: {\n get: function get()\n {\n deprecation(v5, 'PIXI.TRANSFORM_MODE property has been removed');\n\n return { STATIC: 0, DYNAMIC: 1 };\n },\n },\n\n /**\n * @class PIXI.WebGLRenderer\n * @see PIXI.Renderer\n * @deprecated since 5.0.0\n */\n WebGLRenderer: {\n get: function get()\n {\n deprecation(v5, 'PIXI.WebGLRenderer class has moved to PIXI.Renderer');\n\n return PIXI.Renderer;\n },\n },\n\n /**\n * @class PIXI.CanvasRenderTarget\n * @see PIXI.utils.CanvasRenderTarget\n * @deprecated since 5.0.0\n */\n CanvasRenderTarget: {\n get: function get()\n {\n deprecation(v5, 'PIXI.CanvasRenderTarget class has moved to PIXI.utils.CanvasRenderTarget');\n\n return PIXI.utils.CanvasRenderTarget;\n },\n },\n\n /**\n * @memberof PIXI\n * @name loader\n * @type {PIXI.Loader}\n * @see PIXI.Loader.shared\n * @deprecated since 5.0.0\n */\n loader: {\n get: function get()\n {\n deprecation(v5, 'PIXI.loader instance has moved to PIXI.Loader.shared');\n\n return PIXI.Loader.shared;\n },\n },\n\n /**\n * @class PIXI.FilterManager\n * @see PIXI.systems.FilterSystem\n * @deprecated since 5.0.0\n */\n FilterManager: {\n get: function get()\n {\n deprecation(v5, 'PIXI.FilterManager class has moved to PIXI.systems.FilterSystem');\n\n return PIXI.systems.FilterSystem;\n },\n },\n });\n\n /**\n * This namespace has been removed. All classes previous nested\n * under this namespace have been moved to the top-level `PIXI` object.\n * @namespace PIXI.extras\n * @deprecated since 5.0.0\n */\n PIXI.extras = {};\n\n Object.defineProperties(PIXI.extras, {\n /**\n * @class PIXI.extras.TilingSprite\n * @see PIXI.TilingSprite\n * @deprecated since 5.0.0\n */\n TilingSprite: {\n get: function get()\n {\n deprecation(v5, 'PIXI.extras.TilingSprite class has moved to PIXI.TilingSprite');\n\n return PIXI.TilingSprite;\n },\n },\n /**\n * @class PIXI.extras.TilingSpriteRenderer\n * @see PIXI.TilingSpriteRenderer\n * @deprecated since 5.0.0\n */\n TilingSpriteRenderer: {\n get: function get()\n {\n deprecation(v5, 'PIXI.extras.TilingSpriteRenderer class has moved to PIXI.TilingSpriteRenderer');\n\n return PIXI.TilingSpriteRenderer;\n },\n },\n /**\n * @class PIXI.extras.AnimatedSprite\n * @see PIXI.AnimatedSprite\n * @deprecated since 5.0.0\n */\n AnimatedSprite: {\n get: function get()\n {\n deprecation(v5, 'PIXI.extras.AnimatedSprite class has moved to PIXI.AnimatedSprite');\n\n return PIXI.AnimatedSprite;\n },\n },\n /**\n * @class PIXI.extras.BitmapText\n * @see PIXI.BitmapText\n * @deprecated since 5.0.0\n */\n BitmapText: {\n get: function get()\n {\n deprecation(v5, 'PIXI.extras.BitmapText class has moved to PIXI.BitmapText');\n\n return PIXI.BitmapText;\n },\n },\n });\n\n Object.defineProperties(PIXI.utils, {\n /**\n * @function PIXI.utils.getSvgSize\n * @see PIXI.resources.SVGResource.getSize\n * @deprecated since 5.0.0\n */\n getSvgSize: {\n get: function get()\n {\n deprecation(v5, 'PIXI.utils.getSvgSize function has moved to PIXI.resources.SVGResource.getSize');\n\n return PIXI.SVGResource.getSize;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.mesh\n * @deprecated since 5.0.0\n */\n PIXI.mesh = {};\n\n Object.defineProperties(PIXI.mesh, {\n /**\n * @class PIXI.mesh.Mesh\n * @see PIXI.SimpleMesh\n * @deprecated since 5.0.0\n */\n Mesh: {\n get: function get()\n {\n deprecation(v5, 'PIXI.mesh.Mesh class has moved to PIXI.SimpleMesh');\n\n return PIXI.SimpleMesh;\n },\n },\n /**\n * @class PIXI.mesh.NineSlicePlane\n * @see PIXI.NineSlicePlane\n * @deprecated since 5.0.0\n */\n NineSlicePlane: {\n get: function get()\n {\n deprecation(v5, 'PIXI.mesh.NineSlicePlane class has moved to PIXI.NineSlicePlane');\n\n return PIXI.NineSlicePlane;\n },\n },\n /**\n * @class PIXI.mesh.Plane\n * @see PIXI.SimplePlane\n * @deprecated since 5.0.0\n */\n Plane: {\n get: function get()\n {\n deprecation(v5, 'PIXI.mesh.Plane class has moved to PIXI.SimplePlane');\n\n return PIXI.SimplePlane;\n },\n },\n /**\n * @class PIXI.mesh.Rope\n * @see PIXI.SimpleRope\n * @deprecated since 5.0.0\n */\n Rope: {\n get: function get()\n {\n deprecation(v5, 'PIXI.mesh.Rope class has moved to PIXI.SimpleRope');\n\n return PIXI.SimpleRope;\n },\n },\n /**\n * @class PIXI.mesh.RawMesh\n * @see PIXI.Mesh\n * @deprecated since 5.0.0\n */\n RawMesh: {\n get: function get()\n {\n deprecation(v5, 'PIXI.mesh.RawMesh class has moved to PIXI.Mesh');\n\n return PIXI.Mesh;\n },\n },\n /**\n * @class PIXI.mesh.CanvasMeshRenderer\n * @see PIXI.CanvasMeshRenderer\n * @deprecated since 5.0.0\n */\n CanvasMeshRenderer: {\n get: function get()\n {\n deprecation(v5, 'PIXI.mesh.CanvasMeshRenderer class has moved to PIXI.CanvasMeshRenderer');\n\n return PIXI.CanvasMeshRenderer;\n },\n },\n /**\n * @class PIXI.mesh.MeshRenderer\n * @see PIXI.MeshRenderer\n * @deprecated since 5.0.0\n */\n MeshRenderer: {\n get: function get()\n {\n deprecation(v5, 'PIXI.mesh.MeshRenderer class has moved to PIXI.MeshRenderer');\n\n return PIXI.MeshRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.particles\n * @deprecated since 5.0.0\n */\n PIXI.particles = {};\n\n Object.defineProperties(PIXI.particles, {\n /**\n * @class PIXI.particles.ParticleContainer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleContainer\n */\n ParticleContainer: {\n get: function get()\n {\n deprecation(v5, 'PIXI.particles.ParticleContainer class has moved to PIXI.ParticleContainer');\n\n return PIXI.ParticleContainer;\n },\n },\n /**\n * @class PIXI.particles.ParticleRenderer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleRenderer\n */\n ParticleRenderer: {\n get: function get()\n {\n deprecation(v5, 'PIXI.particles.ParticleRenderer class has moved to PIXI.ParticleRenderer');\n\n return PIXI.ParticleRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.ticker\n * @deprecated since 5.0.0\n */\n PIXI.ticker = {};\n\n Object.defineProperties(PIXI.ticker, {\n /**\n * @class PIXI.ticker.Ticker\n * @deprecated since 5.0.0\n * @see PIXI.Ticker\n */\n Ticker: {\n get: function get()\n {\n deprecation(v5, 'PIXI.ticker.Ticker class has moved to PIXI.Ticker');\n\n return PIXI.Ticker;\n },\n },\n /**\n * @name PIXI.ticker.shared\n * @type {PIXI.Ticker}\n * @deprecated since 5.0.0\n * @see PIXI.Ticker.shared\n */\n shared: {\n get: function get()\n {\n deprecation(v5, 'PIXI.ticker.shared instance has moved to PIXI.Ticker.shared');\n\n return PIXI.Ticker.shared;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.loaders\n * @deprecated since 5.0.0\n */\n PIXI.loaders = {};\n\n Object.defineProperties(PIXI.loaders, {\n /**\n * @class PIXI.loaders.Loader\n * @see PIXI.Loader\n * @deprecated since 5.0.0\n */\n Loader: {\n get: function get()\n {\n deprecation(v5, 'PIXI.loaders.Loader class has moved to PIXI.Loader');\n\n return PIXI.Loader;\n },\n },\n /**\n * @class PIXI.loaders.Resource\n * @see PIXI.LoaderResource\n * @deprecated since 5.0.0\n */\n Resource: {\n get: function get()\n {\n deprecation(v5, 'PIXI.loaders.Resource class has moved to PIXI.LoaderResource');\n\n return PIXI.LoaderResource;\n },\n },\n /**\n * @function PIXI.loaders.bitmapFontParser\n * @see PIXI.BitmapFontLoader.use\n * @deprecated since 5.0.0\n */\n bitmapFontParser: {\n get: function get()\n {\n deprecation(v5, 'PIXI.loaders.bitmapFontParser function has moved to PIXI.BitmapFontLoader.use');\n\n return PIXI.BitmapFontLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.parseBitmapFontData\n * @see PIXI.BitmapFontLoader.parse\n * @deprecated since 5.0.0\n */\n parseBitmapFontData: {\n get: function get()\n {\n deprecation(v5, 'PIXI.loaders.parseBitmapFontData function has moved to PIXI.BitmapFontLoader.parse');\n\n return PIXI.BitmapFontLoader.parse;\n },\n },\n /**\n * @function PIXI.loaders.spritesheetParser\n * @see PIXI.SpritesheetLoader.use\n * @deprecated since 5.0.0\n */\n spritesheetParser: {\n get: function get()\n {\n deprecation(v5, 'PIXI.loaders.spritesheetParser function has moved to PIXI.SpritesheetLoader.use');\n\n return PIXI.SpritesheetLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.getResourcePath\n * @see PIXI.SpritesheetLoader.getResourcePath\n * @deprecated since 5.0.0\n */\n getResourcePath: {\n get: function get()\n {\n deprecation(v5, 'PIXI.loaders.getResourcePath property has moved to PIXI.SpritesheetLoader.getResourcePath');\n\n return PIXI.SpritesheetLoader.getResourcePath;\n },\n },\n });\n\n /**\n * @function PIXI.loaders.Loader.addPixiMiddleware\n * @see PIXI.Loader.registerPlugin\n * @deprecated since 5.0.0\n * @param {function} middleware\n */\n PIXI.Loader.addPixiMiddleware = function addPixiMiddleware(middleware)\n {\n deprecation(v5,\n 'PIXI.loaders.Loader.addPixiMiddleware function is deprecated, use PIXI.loaders.Loader.registerPlugin'\n );\n\n return PIXI.loaders.Loader.registerPlugin({ use: middleware() });\n };\n\n /**\n * @class PIXI.extract.WebGLExtract\n * @deprecated since 5.0.0\n * @see PIXI.extract.Extract\n */\n Object.defineProperty(PIXI.extract, 'WebGLExtract', {\n get: function get()\n {\n deprecation(v5, 'PIXI.extract.WebGLExtract method has moved to PIXI.extract.Extract');\n\n return PIXI.extract.Extract;\n },\n });\n\n /**\n * @class PIXI.prepare.WebGLPrepare\n * @deprecated since 5.0.0\n * @see PIXI.prepare.Prepare\n */\n Object.defineProperty(PIXI.prepare, 'WebGLPrepare', {\n get: function get()\n {\n deprecation(v5, 'PIXI.prepare.WebGLPrepare class has moved to PIXI.prepare.Prepare');\n\n return PIXI.prepare.Prepare;\n },\n });\n\n /**\n * @method PIXI.Container#_renderWebGL\n * @private\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype._renderWebGL = function _renderWebGL(renderer)\n {\n deprecation(v5, 'PIXI.Container._renderWebGL method has moved to PIXI.Container._render');\n\n this._render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderWebGL = function renderWebGL(renderer)\n {\n deprecation(v5, 'PIXI.Container.renderWebGL method has moved to PIXI.Container.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.DisplayObject#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.DisplayObject#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.DisplayObject.prototype.renderWebGL = function renderWebGL(renderer)\n {\n deprecation(v5, 'PIXI.DisplayObject.renderWebGL method has moved to PIXI.DisplayObject.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderAdvancedWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#renderAdvanced\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer)\n {\n deprecation(v5, 'PIXI.Container.renderAdvancedWebGL method has moved to PIXI.Container.renderAdvanced');\n\n this.renderAdvanced(renderer);\n };\n\n Object.defineProperties(PIXI.settings, {\n /**\n * Default transform type.\n *\n * @static\n * @deprecated since 5.0.0\n * @memberof PIXI.settings\n * @type {PIXI.TRANSFORM_MODE}\n * @default PIXI.TRANSFORM_MODE.STATIC\n */\n TRANSFORM_MODE: {\n get: function get()\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n\n return 0;\n },\n set: function set()\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n },\n },\n });\n\n var BaseTexture = PIXI.BaseTexture;\n\n /**\n * @method loadSource\n * @memberof PIXI.BaseTexture#\n * @deprecated since 5.0.0\n */\n BaseTexture.prototype.loadSource = function loadSource(image)\n {\n deprecation(v5, 'PIXI.BaseTexture.loadSource method has been deprecated');\n\n var resource = PIXI.resources.autoDetectResource(image);\n\n resource.internal = true;\n\n this.setResource(resource);\n this.update();\n };\n\n Object.defineProperties(BaseTexture.prototype, {\n /**\n * @name PIXI.BaseTexture#hasLoaded\n * @type {boolean}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.BaseTexture#valid\n */\n hasLoaded: {\n get: function get()\n {\n deprecation(v5, 'PIXI.BaseTexture.hasLoaded property has been removed, use PIXI.BaseTexture.valid');\n\n return this.valid;\n },\n },\n /**\n * @name PIXI.BaseTexture#imageUrl\n * @type {string}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.resource.ImageResource#url\n */\n imageUrl: {\n get: function get()\n {\n deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use resource.url');\n\n return this.resource && this.resource.url;\n },\n },\n /**\n * @name PIXI.BaseTexture#source\n * @type {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.resources.BaseImageResource#source\n */\n source: {\n get: function get()\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `resource.source`');\n\n return this.resource && this.resource.source;\n },\n set: function set(source)\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `resource.source` '\n + 'if you want to set HTMLCanvasElement. Otherwise, create new BaseTexture.');\n\n if (this.resource)\n {\n this.resource.source = source;\n }\n },\n },\n });\n\n /**\n * @method fromImage\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTexture.fromImage = function fromImage(canvas, crossorigin, scaleMode, scale)\n {\n deprecation(v5, 'PIXI.BaseTexture.fromImage method has been replaced with PIXI.BaseTexture.from');\n\n var resourceOptions = { scale: scale, crossorigin: crossorigin };\n\n return BaseTexture.from(canvas, { scaleMode: scaleMode, resourceOptions: resourceOptions });\n };\n\n /**\n * @method fromCanvas\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTexture.fromCanvas = function fromCanvas(canvas, scaleMode)\n {\n deprecation(v5, 'PIXI.BaseTexture.fromCanvas method has been replaced with PIXI.BaseTexture.from');\n\n return BaseTexture.from(canvas, { scaleMode: scaleMode });\n };\n\n /**\n * @method fromSVG\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTexture.fromSVG = function fromSVG(canvas, crossorigin, scaleMode, scale)\n {\n deprecation(v5, 'PIXI.BaseTexture.fromSVG method has been replaced with PIXI.BaseTexture.from');\n\n var resourceOptions = { scale: scale, crossorigin: crossorigin };\n\n return BaseTexture.from(canvas, { scaleMode: scaleMode, resourceOptions: resourceOptions });\n };\n\n /**\n * @method PIXI.Point#copy\n * @deprecated since 5.0.0\n * @see PIXI.Point#copyFrom\n */\n PIXI.Point.prototype.copy = function copy(p)\n {\n deprecation(v5, 'PIXI.Point.copy method has been replaced with PIXI.Point.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.ObservablePoint#copy\n * @deprecated since 5.0.0\n * @see PIXI.ObservablePoint#copyFrom\n */\n PIXI.ObservablePoint.prototype.copy = function copy(p)\n {\n deprecation(v5, 'PIXI.ObservablePoint.copy method has been replaced with PIXI.ObservablePoint.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Rectangle#copy\n * @deprecated since 5.0.0\n * @see PIXI.Rectangle#copyFrom\n */\n PIXI.Rectangle.prototype.copy = function copy(p)\n {\n deprecation(v5, 'PIXI.Rectangle.copy method has been replaced with PIXI.Rectangle.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Matrix#copy\n * @deprecated since 5.0.0\n * @see PIXI.Matrix#copyTo\n */\n PIXI.Matrix.prototype.copy = function copy(p)\n {\n deprecation(v5, 'PIXI.Matrix.copy method has been replaced with PIXI.Matrix.copyTo');\n\n return this.copyTo(p);\n };\n\n Object.assign(PIXI.systems.FilterSystem.prototype, {\n /**\n * @method PIXI.FilterManager#getRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#getFilterTexture\n */\n getRenderTarget: function getRenderTarget(clear, resolution)\n {\n deprecation(v5,\n 'PIXI.FilterManager.getRenderTarget method has been replaced with PIXI.systems.FilterSystem#getFilterTexture'\n );\n\n return this.getFilterTexture(resolution);\n },\n\n /**\n * @method PIXI.FilterManager#returnRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#returnFilterTexture\n */\n returnRenderTarget: function returnRenderTarget(renderTexture)\n {\n deprecation(v5,\n 'PIXI.FilterManager.returnRenderTarget method has been replaced with '\n + 'PIXI.systems.FilterSystem.returnFilterTexture'\n );\n\n this.returnFilterTexture(renderTexture);\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - the matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateScreenSpaceMatrix: function calculateScreenSpaceMatrix(outputMatrix)\n {\n deprecation(v5, 'PIXI.systems.FilterSystem.calculateScreenSpaceMatrix method is removed, '\n + 'use `(vTextureCoord * inputSize.xy) + outputFrame.xy` instead');\n\n var mappedMatrix = outputMatrix.identity();\n var ref = this.activeState;\n var sourceFrame = ref.sourceFrame;\n var destinationFrame = ref.destinationFrame;\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n mappedMatrix.scale(destinationFrame.width, destinationFrame.height);\n\n return mappedMatrix;\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateNormalizedScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateNormalizedScreenSpaceMatrix: function calculateNormalizedScreenSpaceMatrix(outputMatrix)\n {\n deprecation(v5, 'PIXI.systems.FilterManager.calculateNormalizedScreenSpaceMatrix method is removed, '\n + 'use `((vTextureCoord * inputSize.xy) + outputFrame.xy) / outputFrame.zw` instead.');\n\n var ref = this.activeState;\n var sourceFrame = ref.sourceFrame;\n var destinationFrame = ref.destinationFrame;\n var mappedMatrix = outputMatrix.identity();\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n\n var translateScaleX = (destinationFrame.width / sourceFrame.width);\n var translateScaleY = (destinationFrame.height / sourceFrame.height);\n\n mappedMatrix.scale(translateScaleX, translateScaleY);\n\n return mappedMatrix;\n },\n });\n\n Object.defineProperties(PIXI.RenderTexture.prototype, {\n /**\n * @name PIXI.RenderTexture#sourceFrame\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n sourceFrame: {\n get: function get()\n {\n deprecation(v5, 'PIXI.RenderTexture.sourceFrame property has been removed');\n\n return this.filterFrame;\n },\n },\n /**\n * @name PIXI.RenderTexture#size\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n size: {\n get: function get()\n {\n deprecation(v5, 'PIXI.RenderTexture.size property has been removed');\n\n return this._frame;\n },\n },\n });\n\n /**\n * @class BlurXFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n var BlurXFilter = /*@__PURE__*/(function (superclass) {\n function BlurXFilter(strength, quality, resolution, kernelSize)\n {\n deprecation(v5, 'PIXI.filters.BlurXFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n superclass.call(this, true, strength, quality, resolution, kernelSize);\n }\n\n if ( superclass ) BlurXFilter.__proto__ = superclass;\n BlurXFilter.prototype = Object.create( superclass && superclass.prototype );\n BlurXFilter.prototype.constructor = BlurXFilter;\n\n return BlurXFilter;\n }(PIXI.filters.BlurFilterPass));\n\n /**\n * @class BlurYFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n var BlurYFilter = /*@__PURE__*/(function (superclass) {\n function BlurYFilter(strength, quality, resolution, kernelSize)\n {\n deprecation(v5, 'PIXI.filters.BlurYFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n superclass.call(this, false, strength, quality, resolution, kernelSize);\n }\n\n if ( superclass ) BlurYFilter.__proto__ = superclass;\n BlurYFilter.prototype = Object.create( superclass && superclass.prototype );\n BlurYFilter.prototype.constructor = BlurYFilter;\n\n return BlurYFilter;\n }(PIXI.filters.BlurFilterPass));\n\n Object.assign(PIXI.filters, {\n BlurXFilter: BlurXFilter,\n BlurYFilter: BlurYFilter,\n });\n\n var Sprite = PIXI.Sprite;\n var Texture = PIXI.Texture;\n var Graphics = PIXI.Graphics;\n\n // Support for pixi.js-legacy bifurcation\n // give users a friendly assist to use legacy\n if (!Graphics.prototype.generateCanvasTexture)\n {\n Graphics.prototype.generateCanvasTexture = function generateCanvasTexture()\n {\n deprecation(v5, 'PIXI.Graphics.generateCanvasTexture method is only available in \"pixi.js-legacy\"');\n };\n }\n\n // Use these to deprecate all the Sprite from* methods\n function spriteFrom(name, source, crossorigin, scaleMode)\n {\n deprecation(v5, (\"PIXI.Sprite.\" + name + \" method is deprecated, use PIXI.Sprite.from\"));\n\n return Sprite.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin: crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @see PIXI.Sprite.from\n * @method PIXI.Sprite.fromImage\n * @return {PIXI.Sprite}\n */\n Sprite.fromImage = spriteFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromSVG\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n Sprite.fromSVG = spriteFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromCanvas\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n Sprite.fromCanvas = spriteFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromVideo\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n Sprite.fromVideo = spriteFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromFrame\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n Sprite.fromFrame = spriteFrom.bind(null, 'fromFrame');\n\n // Use these to deprecate all the Texture from* methods\n function textureFrom(name, source, crossorigin, scaleMode)\n {\n deprecation(v5, (\"PIXI.Texture.\" + name + \" method is deprecated, use PIXI.Texture.from\"));\n\n return Texture.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin: crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromImage\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n Texture.fromImage = textureFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromSVG\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n Texture.fromSVG = textureFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromCanvas\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n Texture.fromCanvas = textureFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromVideo\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n Texture.fromVideo = textureFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromFrame\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n Texture.fromFrame = textureFrom.bind(null, 'fromFrame');\n\n /**\n * @deprecated since 5.0.0\n * @member {boolean} PIXI.AbstractRenderer#autoResize\n * @see PIXI.AbstractRenderer#autoDensity\n */\n Object.defineProperty(PIXI.AbstractRenderer.prototype, 'autoResize', {\n get: function get()\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, use autoDensity');\n\n return this.autoDensity;\n },\n set: function set(value)\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, use autoDensity');\n\n this.autoDensity = value;\n },\n });\n\n /**\n * @namespace PIXI.utils.mixins\n * @deprecated since 5.0.0\n */\n PIXI.utils.mixins = {\n /**\n * @memberof PIXI.utils.mixins\n * @function mixin\n * @deprecated since 5.0.0\n */\n mixin: function mixin()\n {\n deprecation(v5, 'PIXI.utils.mixins.mixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function delayMixin\n * @deprecated since 5.0.0\n */\n delayMixin: function delayMixin()\n {\n deprecation(v5, 'PIXI.utils.mixins.delayMixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function performMixins\n * @deprecated since 5.0.0\n */\n performMixins: function performMixins()\n {\n deprecation(v5, 'PIXI.utils.mixins.performMixins function is no longer available');\n },\n };\n}\n\n// Install renderer plugins\nRenderer.registerPlugin('accessibility', AccessibilityManager);\nRenderer.registerPlugin('extract', Extract);\nRenderer.registerPlugin('interaction', InteractionManager);\nRenderer.registerPlugin('particle', ParticleRenderer);\nRenderer.registerPlugin('prepare', Prepare);\nRenderer.registerPlugin('batch', BatchRenderer);\nRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer);\n\nLoader.registerPlugin(BitmapFontLoader);\nLoader.registerPlugin(SpritesheetLoader);\n\nApplication.registerPlugin(TickerPlugin);\nApplication.registerPlugin(AppLoaderPlugin);\n\n/**\n * String of the current PIXI version.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name VERSION\n * @type {string}\n */\nvar VERSION = '5.0.4';\n\n/**\n * @namespace PIXI\n */\n\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n *\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nvar filters = {\n AlphaFilter: AlphaFilter,\n BlurFilter: BlurFilter,\n BlurFilterPass: BlurFilterPass,\n ColorMatrixFilter: ColorMatrixFilter,\n DisplacementFilter: DisplacementFilter,\n FXAAFilter: FXAAFilter,\n NoiseFilter: NoiseFilter,\n};\n\nexport { VERSION, filters, useDeprecated };\n//# sourceMappingURL=pixi.es.js.map\n","// A port of an algorithm by Johannes Baagøe , 2010\n// http://baagoe.com/en/RandomMusings/javascript/\n// https://github.com/nquinlan/better-random-numbers-for-javascript-mirror\n// Original work is under MIT license -\n\n// Copyright (C) 2010 by Johannes Baagøe \n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n\n\n(function(global, module, define) {\n\nfunction Alea(seed) {\n var me = this, mash = Mash();\n\n me.next = function() {\n var t = 2091639 * me.s0 + me.c * 2.3283064365386963e-10; // 2^-32\n me.s0 = me.s1;\n me.s1 = me.s2;\n return me.s2 = t - (me.c = t | 0);\n };\n\n // Apply the seeding algorithm from Baagoe.\n me.c = 1;\n me.s0 = mash(' ');\n me.s1 = mash(' ');\n me.s2 = mash(' ');\n me.s0 -= mash(seed);\n if (me.s0 < 0) { me.s0 += 1; }\n me.s1 -= mash(seed);\n if (me.s1 < 0) { me.s1 += 1; }\n me.s2 -= mash(seed);\n if (me.s2 < 0) { me.s2 += 1; }\n mash = null;\n}\n\nfunction copy(f, t) {\n t.c = f.c;\n t.s0 = f.s0;\n t.s1 = f.s1;\n t.s2 = f.s2;\n return t;\n}\n\nfunction impl(seed, opts) {\n var xg = new Alea(seed),\n state = opts && opts.state,\n prng = xg.next;\n prng.int32 = function() { return (xg.next() * 0x100000000) | 0; }\n prng.double = function() {\n return prng() + (prng() * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53\n };\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nfunction Mash() {\n var n = 0xefc8249d;\n\n var mash = function(data) {\n data = String(data);\n for (var i = 0; i < data.length; i++) {\n n += data.charCodeAt(i);\n var h = 0.02519603282416938 * n;\n n = h >>> 0;\n h -= n;\n h *= n;\n n = h >>> 0;\n h -= n;\n n += h * 0x100000000; // 2^32\n }\n return (n >>> 0) * 2.3283064365386963e-10; // 2^-32\n };\n\n return mash;\n}\n\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.alea = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","// A Javascript implementaion of the \"xor128\" prng algorithm by\n// George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this, strseed = '';\n\n me.x = 0;\n me.y = 0;\n me.z = 0;\n me.w = 0;\n\n // Set up generator function.\n me.next = function() {\n var t = me.x ^ (me.x << 11);\n me.x = me.y;\n me.y = me.z;\n me.z = me.w;\n return me.w ^= (me.w >>> 19) ^ t ^ (t >>> 8);\n };\n\n if (seed === (seed | 0)) {\n // Integer seed.\n me.x = seed;\n } else {\n // String seed.\n strseed += seed;\n }\n\n // Mix in string seed, then discard an initial batch of 64 values.\n for (var k = 0; k < strseed.length + 64; k++) {\n me.x ^= strseed.charCodeAt(k) | 0;\n me.next();\n }\n}\n\nfunction copy(f, t) {\n t.x = f.x;\n t.y = f.y;\n t.z = f.z;\n t.w = f.w;\n return t;\n}\n\nfunction impl(seed, opts) {\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xor128 = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","// A Javascript implementaion of the \"xorwow\" prng algorithm by\n// George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this, strseed = '';\n\n // Set up generator function.\n me.next = function() {\n var t = (me.x ^ (me.x >>> 2));\n me.x = me.y; me.y = me.z; me.z = me.w; me.w = me.v;\n return (me.d = (me.d + 362437 | 0)) +\n (me.v = (me.v ^ (me.v << 4)) ^ (t ^ (t << 1))) | 0;\n };\n\n me.x = 0;\n me.y = 0;\n me.z = 0;\n me.w = 0;\n me.v = 0;\n\n if (seed === (seed | 0)) {\n // Integer seed.\n me.x = seed;\n } else {\n // String seed.\n strseed += seed;\n }\n\n // Mix in string seed, then discard an initial batch of 64 values.\n for (var k = 0; k < strseed.length + 64; k++) {\n me.x ^= strseed.charCodeAt(k) | 0;\n if (k == strseed.length) {\n me.d = me.x << 10 ^ me.x >>> 4;\n }\n me.next();\n }\n}\n\nfunction copy(f, t) {\n t.x = f.x;\n t.y = f.y;\n t.z = f.z;\n t.w = f.w;\n t.v = f.v;\n t.d = f.d;\n return t;\n}\n\nfunction impl(seed, opts) {\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xorwow = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","// A Javascript implementaion of the \"xorshift7\" algorithm by\n// François Panneton and Pierre L'ecuyer:\n// \"On the Xorgshift Random Number Generators\"\n// http://saluc.engr.uconn.edu/refs/crypto/rng/panneton05onthexorshift.pdf\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this;\n\n // Set up generator function.\n me.next = function() {\n // Update xor generator.\n var X = me.x, i = me.i, t, v, w;\n t = X[i]; t ^= (t >>> 7); v = t ^ (t << 24);\n t = X[(i + 1) & 7]; v ^= t ^ (t >>> 10);\n t = X[(i + 3) & 7]; v ^= t ^ (t >>> 3);\n t = X[(i + 4) & 7]; v ^= t ^ (t << 7);\n t = X[(i + 7) & 7]; t = t ^ (t << 13); v ^= t ^ (t << 9);\n X[i] = v;\n me.i = (i + 1) & 7;\n return v;\n };\n\n function init(me, seed) {\n var j, w, X = [];\n\n if (seed === (seed | 0)) {\n // Seed state array using a 32-bit integer.\n w = X[0] = seed;\n } else {\n // Seed state using a string.\n seed = '' + seed;\n for (j = 0; j < seed.length; ++j) {\n X[j & 7] = (X[j & 7] << 15) ^\n (seed.charCodeAt(j) + X[(j + 1) & 7] << 13);\n }\n }\n // Enforce an array length of 8, not all zeroes.\n while (X.length < 8) X.push(0);\n for (j = 0; j < 8 && X[j] === 0; ++j);\n if (j == 8) w = X[7] = -1; else w = X[j];\n\n me.x = X;\n me.i = 0;\n\n // Discard an initial 256 values.\n for (j = 256; j > 0; --j) {\n me.next();\n }\n }\n\n init(me, seed);\n}\n\nfunction copy(f, t) {\n t.x = f.x.slice();\n t.i = f.i;\n return t;\n}\n\nfunction impl(seed, opts) {\n if (seed == null) seed = +(new Date);\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (state.x) copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xorshift7 = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n","// A Javascript implementaion of Richard Brent's Xorgens xor4096 algorithm.\n//\n// This fast non-cryptographic random number generator is designed for\n// use in Monte-Carlo algorithms. It combines a long-period xorshift\n// generator with a Weyl generator, and it passes all common batteries\n// of stasticial tests for randomness while consuming only a few nanoseconds\n// for each prng generated. For background on the generator, see Brent's\n// paper: \"Some long-period random number generators using shifts and xors.\"\n// http://arxiv.org/pdf/1004.3115v1.pdf\n//\n// Usage:\n//\n// var xor4096 = require('xor4096');\n// random = xor4096(1); // Seed with int32 or string.\n// assert.equal(random(), 0.1520436450538547); // (0, 1) range, 53 bits.\n// assert.equal(random.int32(), 1806534897); // signed int32, 32 bits.\n//\n// For nonzero numeric keys, this impelementation provides a sequence\n// identical to that by Brent's xorgens 3 implementaion in C. This\n// implementation also provides for initalizing the generator with\n// string seeds, or for saving and restoring the state of the generator.\n//\n// On Chrome, this prng benchmarks about 2.1 times slower than\n// Javascript's built-in Math.random().\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this;\n\n // Set up generator function.\n me.next = function() {\n var w = me.w,\n X = me.X, i = me.i, t, v;\n // Update Weyl generator.\n me.w = w = (w + 0x61c88647) | 0;\n // Update xor generator.\n v = X[(i + 34) & 127];\n t = X[i = ((i + 1) & 127)];\n v ^= v << 13;\n t ^= t << 17;\n v ^= v >>> 15;\n t ^= t >>> 12;\n // Update Xor generator array state.\n v = X[i] = v ^ t;\n me.i = i;\n // Result is the combination.\n return (v + (w ^ (w >>> 16))) | 0;\n };\n\n function init(me, seed) {\n var t, v, i, j, w, X = [], limit = 128;\n if (seed === (seed | 0)) {\n // Numeric seeds initialize v, which is used to generates X.\n v = seed;\n seed = null;\n } else {\n // String seeds are mixed into v and X one character at a time.\n seed = seed + '\\0';\n v = 0;\n limit = Math.max(limit, seed.length);\n }\n // Initialize circular array and weyl value.\n for (i = 0, j = -32; j < limit; ++j) {\n // Put the unicode characters into the array, and shuffle them.\n if (seed) v ^= seed.charCodeAt((j + 32) % seed.length);\n // After 32 shuffles, take v as the starting w value.\n if (j === 0) w = v;\n v ^= v << 10;\n v ^= v >>> 15;\n v ^= v << 4;\n v ^= v >>> 13;\n if (j >= 0) {\n w = (w + 0x61c88647) | 0; // Weyl.\n t = (X[j & 127] ^= (v + w)); // Combine xor and weyl to init array.\n i = (0 == t) ? i + 1 : 0; // Count zeroes.\n }\n }\n // We have detected all zeroes; make the key nonzero.\n if (i >= 128) {\n X[(seed && seed.length || 0) & 127] = -1;\n }\n // Run the generator 512 times to further mix the state before using it.\n // Factoring this as a function slows the main generator, so it is just\n // unrolled here. The weyl generator is not advanced while warming up.\n i = 127;\n for (j = 4 * 128; j > 0; --j) {\n v = X[(i + 34) & 127];\n t = X[i = ((i + 1) & 127)];\n v ^= v << 13;\n t ^= t << 17;\n v ^= v >>> 15;\n t ^= t >>> 12;\n X[i] = v ^ t;\n }\n // Storing state as object members is faster than using closure variables.\n me.w = w;\n me.X = X;\n me.i = i;\n }\n\n init(me, seed);\n}\n\nfunction copy(f, t) {\n t.i = f.i;\n t.w = f.w;\n t.X = f.X.slice();\n return t;\n};\n\nfunction impl(seed, opts) {\n if (seed == null) seed = +(new Date);\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (state.X) copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xor4096 = impl;\n}\n\n})(\n this, // window object or global\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n","// A Javascript implementaion of the \"Tyche-i\" prng algorithm by\n// Samuel Neves and Filipe Araujo.\n// See https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this, strseed = '';\n\n // Set up generator function.\n me.next = function() {\n var b = me.b, c = me.c, d = me.d, a = me.a;\n b = (b << 25) ^ (b >>> 7) ^ c;\n c = (c - d) | 0;\n d = (d << 24) ^ (d >>> 8) ^ a;\n a = (a - b) | 0;\n me.b = b = (b << 20) ^ (b >>> 12) ^ c;\n me.c = c = (c - d) | 0;\n me.d = (d << 16) ^ (c >>> 16) ^ a;\n return me.a = (a - b) | 0;\n };\n\n /* The following is non-inverted tyche, which has better internal\n * bit diffusion, but which is about 25% slower than tyche-i in JS.\n me.next = function() {\n var a = me.a, b = me.b, c = me.c, d = me.d;\n a = (me.a + me.b | 0) >>> 0;\n d = me.d ^ a; d = d << 16 ^ d >>> 16;\n c = me.c + d | 0;\n b = me.b ^ c; b = b << 12 ^ d >>> 20;\n me.a = a = a + b | 0;\n d = d ^ a; me.d = d = d << 8 ^ d >>> 24;\n me.c = c = c + d | 0;\n b = b ^ c;\n return me.b = (b << 7 ^ b >>> 25);\n }\n */\n\n me.a = 0;\n me.b = 0;\n me.c = 2654435769 | 0;\n me.d = 1367130551;\n\n if (seed === Math.floor(seed)) {\n // Integer seed.\n me.a = (seed / 0x100000000) | 0;\n me.b = seed | 0;\n } else {\n // String seed.\n strseed += seed;\n }\n\n // Mix in string seed, then discard an initial batch of 64 values.\n for (var k = 0; k < strseed.length + 20; k++) {\n me.b ^= strseed.charCodeAt(k) | 0;\n me.next();\n }\n}\n\nfunction copy(f, t) {\n t.a = f.a;\n t.b = f.b;\n t.c = f.c;\n t.d = f.d;\n return t;\n};\n\nfunction impl(seed, opts) {\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.tychei = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","/*\nCopyright 2014 David Bau.\n\nPermission is hereby granted, free of charge, to any person obtaining\na copy of this software and associated documentation files (the\n\"Software\"), to deal in the Software without restriction, including\nwithout limitation the rights to use, copy, modify, merge, publish,\ndistribute, sublicense, and/or sell copies of the Software, and to\npermit persons to whom the Software is furnished to do so, subject to\nthe following conditions:\n\nThe above copyright notice and this permission notice shall be\nincluded in all copies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\nIN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\nCLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\nTORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\nSOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n*/\n\n(function (pool, math) {\n//\n// The following constants are related to IEEE 754 limits.\n//\n\n// Detect the global object, even if operating in strict mode.\n// http://stackoverflow.com/a/14387057/265298\nvar global = (0, eval)('this'),\n width = 256, // each RC4 output is 0 <= x < 256\n chunks = 6, // at least six RC4 outputs for each double\n digits = 52, // there are 52 significant digits in a double\n rngname = 'random', // rngname: name for Math.random and Math.seedrandom\n startdenom = math.pow(width, chunks),\n significance = math.pow(2, digits),\n overflow = significance * 2,\n mask = width - 1,\n nodecrypto; // node.js crypto module, initialized at the bottom.\n\n//\n// seedrandom()\n// This is the seedrandom function described above.\n//\nfunction seedrandom(seed, options, callback) {\n var key = [];\n options = (options == true) ? { entropy: true } : (options || {});\n\n // Flatten the seed string or build one from local entropy if needed.\n var shortseed = mixkey(flatten(\n options.entropy ? [seed, tostring(pool)] :\n (seed == null) ? autoseed() : seed, 3), key);\n\n // Use the seed to initialize an ARC4 generator.\n var arc4 = new ARC4(key);\n\n // This function returns a random double in [0, 1) that contains\n // randomness in every bit of the mantissa of the IEEE 754 value.\n var prng = function() {\n var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48\n d = startdenom, // and denominator d = 2 ^ 48.\n x = 0; // and no 'extra last byte'.\n while (n < significance) { // Fill up all significant digits by\n n = (n + x) * width; // shifting numerator and\n d *= width; // denominator and generating a\n x = arc4.g(1); // new least-significant-byte.\n }\n while (n >= overflow) { // To avoid rounding up, before adding\n n /= 2; // last byte, shift everything\n d /= 2; // right using integer math until\n x >>>= 1; // we have exactly the desired bits.\n }\n return (n + x) / d; // Form the number within [0, 1).\n };\n\n prng.int32 = function() { return arc4.g(4) | 0; }\n prng.quick = function() { return arc4.g(4) / 0x100000000; }\n prng.double = prng;\n\n // Mix the randomness into accumulated entropy.\n mixkey(tostring(arc4.S), pool);\n\n // Calling convention: what to return as a function of prng, seed, is_math.\n return (options.pass || callback ||\n function(prng, seed, is_math_call, state) {\n if (state) {\n // Load the arc4 state from the given state if it has an S array.\n if (state.S) { copy(state, arc4); }\n // Only provide the .state method if requested via options.state.\n prng.state = function() { return copy(arc4, {}); }\n }\n\n // If called as a method of Math (Math.seedrandom()), mutate\n // Math.random because that is how seedrandom.js has worked since v1.0.\n if (is_math_call) { math[rngname] = prng; return seed; }\n\n // Otherwise, it is a newer calling convention, so return the\n // prng directly.\n else return prng;\n })(\n prng,\n shortseed,\n 'global' in options ? options.global : (this == math),\n options.state);\n}\n\n//\n// ARC4\n//\n// An ARC4 implementation. The constructor takes a key in the form of\n// an array of at most (width) integers that should be 0 <= x < (width).\n//\n// The g(count) method returns a pseudorandom integer that concatenates\n// the next (count) outputs from ARC4. Its return value is a number x\n// that is in the range 0 <= x < (width ^ count).\n//\nfunction ARC4(key) {\n var t, keylen = key.length,\n me = this, i = 0, j = me.i = me.j = 0, s = me.S = [];\n\n // The empty key [] is treated as [0].\n if (!keylen) { key = [keylen++]; }\n\n // Set up S using the standard key scheduling algorithm.\n while (i < width) {\n s[i] = i++;\n }\n for (i = 0; i < width; i++) {\n s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))];\n s[j] = t;\n }\n\n // The \"g\" method returns the next (count) outputs as one number.\n (me.g = function(count) {\n // Using instance members instead of closure state nearly doubles speed.\n var t, r = 0,\n i = me.i, j = me.j, s = me.S;\n while (count--) {\n t = s[i = mask & (i + 1)];\n r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))];\n }\n me.i = i; me.j = j;\n return r;\n // For robust unpredictability, the function call below automatically\n // discards an initial batch of values. This is called RC4-drop[256].\n // See http://google.com/search?q=rsa+fluhrer+response&btnI\n })(width);\n}\n\n//\n// copy()\n// Copies internal state of ARC4 to or from a plain object.\n//\nfunction copy(f, t) {\n t.i = f.i;\n t.j = f.j;\n t.S = f.S.slice();\n return t;\n};\n\n//\n// flatten()\n// Converts an object tree to nested arrays of strings.\n//\nfunction flatten(obj, depth) {\n var result = [], typ = (typeof obj), prop;\n if (depth && typ == 'object') {\n for (prop in obj) {\n try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {}\n }\n }\n return (result.length ? result : typ == 'string' ? obj : obj + '\\0');\n}\n\n//\n// mixkey()\n// Mixes a string seed into a key that is an array of integers, and\n// returns a shortened string seed that is equivalent to the result key.\n//\nfunction mixkey(seed, key) {\n var stringseed = seed + '', smear, j = 0;\n while (j < stringseed.length) {\n key[mask & j] =\n mask & ((smear ^= key[mask & j] * 19) + stringseed.charCodeAt(j++));\n }\n return tostring(key);\n}\n\n//\n// autoseed()\n// Returns an object for autoseeding, using window.crypto and Node crypto\n// module if available.\n//\nfunction autoseed() {\n try {\n var out;\n if (nodecrypto && (out = nodecrypto.randomBytes)) {\n // The use of 'out' to remember randomBytes makes tight minified code.\n out = out(width);\n } else {\n out = new Uint8Array(width);\n (global.crypto || global.msCrypto).getRandomValues(out);\n }\n return tostring(out);\n } catch (e) {\n var browser = global.navigator,\n plugins = browser && browser.plugins;\n return [+new Date, global, plugins, global.screen, tostring(pool)];\n }\n}\n\n//\n// tostring()\n// Converts an array of charcodes to a string\n//\nfunction tostring(a) {\n return String.fromCharCode.apply(0, a);\n}\n\n//\n// When seedrandom.js is loaded, we immediately mix a few bits\n// from the built-in RNG into the entropy pool. Because we do\n// not want to interfere with deterministic PRNG state later,\n// seedrandom will not call math.random on its own again after\n// initialization.\n//\nmixkey(math.random(), pool);\n\n//\n// Nodejs and AMD support: export the implementation as a module using\n// either convention.\n//\nif ((typeof module) == 'object' && module.exports) {\n module.exports = seedrandom;\n // When in node.js, try using crypto package for autoseeding.\n try {\n nodecrypto = require('crypto');\n } catch (ex) {}\n} else if ((typeof define) == 'function' && define.amd) {\n define(function() { return seedrandom; });\n} else {\n // When included as a plain script, set up Math.seedrandom global.\n math['seed' + rngname] = seedrandom;\n}\n\n\n// End anonymous scope, and pass initial values.\n})(\n [], // pool: entropy pool starts empty\n Math // math: package containing random, pow, and seedrandom\n);\n","// A library of seedable RNGs implemented in Javascript.\n//\n// Usage:\n//\n// var seedrandom = require('seedrandom');\n// var random = seedrandom(1); // or any seed.\n// var x = random(); // 0 <= x < 1. Every bit is random.\n// var x = random.quick(); // 0 <= x < 1. 32 bits of randomness.\n\n// alea, a 53-bit multiply-with-carry generator by Johannes Baagøe.\n// Period: ~2^116\n// Reported to pass all BigCrush tests.\nvar alea = require('./lib/alea');\n\n// xor128, a pure xor-shift generator by George Marsaglia.\n// Period: 2^128-1.\n// Reported to fail: MatrixRank and LinearComp.\nvar xor128 = require('./lib/xor128');\n\n// xorwow, George Marsaglia's 160-bit xor-shift combined plus weyl.\n// Period: 2^192-2^32\n// Reported to fail: CollisionOver, SimpPoker, and LinearComp.\nvar xorwow = require('./lib/xorwow');\n\n// xorshift7, by François Panneton and Pierre L'ecuyer, takes\n// a different approach: it adds robustness by allowing more shifts\n// than Marsaglia's original three. It is a 7-shift generator\n// with 256 bits, that passes BigCrush with no systmatic failures.\n// Period 2^256-1.\n// No systematic BigCrush failures reported.\nvar xorshift7 = require('./lib/xorshift7');\n\n// xor4096, by Richard Brent, is a 4096-bit xor-shift with a\n// very long period that also adds a Weyl generator. It also passes\n// BigCrush with no systematic failures. Its long period may\n// be useful if you have many generators and need to avoid\n// collisions.\n// Period: 2^4128-2^32.\n// No systematic BigCrush failures reported.\nvar xor4096 = require('./lib/xor4096');\n\n// Tyche-i, by Samuel Neves and Filipe Araujo, is a bit-shifting random\n// number generator derived from ChaCha, a modern stream cipher.\n// https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf\n// Period: ~2^127\n// No systematic BigCrush failures reported.\nvar tychei = require('./lib/tychei');\n\n// The original ARC4-based prng included in this library.\n// Period: ~2^1600\nvar sr = require('./seedrandom');\n\nsr.alea = alea;\nsr.xor128 = xor128;\nsr.xorwow = xorwow;\nsr.xorshift7 = xorshift7;\nsr.xor4096 = xor4096;\nsr.tychei = tychei;\n\nmodule.exports = sr;\n","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// yy-random\n// by David Figatner\n// MIT license\n// copyright YOPEY YOPEY LLC 2016-17\n// https://github.com/davidfig/random\n\nvar seedrandom = require('seedrandom');\n\nvar Random = function () {\n function Random() {\n _classCallCheck(this, Random);\n\n this.generator = Math.random;\n }\n\n /**\r\n * generates a seeded number\r\n * @param {number} seed\r\n * @param {object} [options]\r\n * @param {string} [PRNG=\"alea\"] - name of algorithm, see https://github.com/davidbau/seedrandom\r\n * @param {(boolean|string)} [state] - can include the state returned from save()\r\n */\n\n\n _createClass(Random, [{\n key: 'seed',\n value: function seed(_seed, options) {\n options = options || {};\n this.generator = seedrandom[options.PRNG || 'alea'](_seed, { state: options.state });\n this.options = options;\n }\n\n /**\r\n * saves the state of the random generator\r\n * can only be used after Random.seed() is called with options.state = true\r\n * @returns {number} state\r\n */\n\n }, {\n key: 'save',\n value: function save() {\n if (this.generator !== Math.random) {\n return this.generator.state();\n }\n }\n\n /**\r\n * restores the state of the random generator\r\n * @param {number} state\r\n */\n\n }, {\n key: 'restore',\n value: function restore(state) {\n this.generator = seedrandom[this.options.PRNG || 'alea']('', { state: state });\n }\n\n /**\r\n * changes the generator to use the old Math.sin-based random function\r\n * based on : http://stackoverflow.com/questions/521295/javascript-random-seeds\r\n * (deprecated) Use only for compatibility purposes\r\n * @param {number} seed\r\n */\n\n }, {\n key: 'seedOld',\n value: function seedOld(seed) {\n this.generator = function () {\n var x = Math.sin(seed++) * 10000;\n return x - Math.floor(x);\n };\n }\n\n /**\r\n * create a separate random generator using the seed\r\n * @param {number} seed\r\n * @return {object}\r\n */\n\n }, {\n key: 'separateSeed',\n value: function separateSeed(seed) {\n var random = new Random();\n random.seed(seed);\n return random;\n }\n\n /**\r\n * resets the random number this.generator to Math.random()\r\n */\n\n }, {\n key: 'reset',\n value: function reset() {\n this.generator = Math.random;\n }\n\n /**\r\n * returns a random number using the this.generator between [0, ceiling - 1]\r\n * @param {number} ceiling\r\n * @param {boolean} [useFloat=false]\r\n * @return {number}\r\n */\n\n }, {\n key: 'get',\n value: function get(ceiling, useFloat) {\n var negative = ceiling < 0 ? -1 : 1;\n ceiling *= negative;\n var result = void 0;\n if (useFloat) {\n result = this.generator() * ceiling;\n } else {\n result = Math.floor(this.generator() * ceiling);\n }\n return result * negative;\n }\n\n /**\r\n * returns a random integer between 0 - Number.MAX_SAFE_INTEGER\r\n * @return {number}\r\n */\n\n }, {\n key: 'getHuge',\n value: function getHuge() {\n return this.get(Number.MAX_SAFE_INTEGER);\n }\n\n /**\r\n * random number [middle - range, middle + range]\r\n * @param {number} middle\r\n * @param {number} delta\r\n * @param {boolean} [useFloat=false]\r\n * @return {number}\r\n */\n\n }, {\n key: 'middle',\n value: function middle(_middle, delta, useFloat) {\n var half = delta / 2;\n return this.range(_middle - half, _middle + half, useFloat);\n }\n\n /**\r\n * random number [start, end]\r\n * @param {number} start\r\n * @param {number} end\r\n * @param {boolean} [useFloat=false] if true, then range is (start, end)--i.e., not inclusive to start and end\r\n * @return {number}\r\n */\n\n }, {\n key: 'range',\n value: function range(start, end, useFloat) {\n // case where there is no range\n if (end === start) {\n return end;\n }\n\n if (useFloat) {\n return this.get(end - start, true) + start;\n } else {\n var range = void 0;\n if (start < 0 && end > 0) {\n range = -start + end + 1;\n } else if (start === 0 && end > 0) {\n range = end + 1;\n } else if (start < 0 && end === 0) {\n range = start - 1;\n start = 1;\n } else if (start < 0 && end < 0) {\n range = end - start - 1;\n } else {\n range = end - start + 1;\n }\n return Math.floor(this.generator() * range) + start;\n }\n }\n\n /**\r\n * an array of random numbers between [start, end]\r\n * @param {number} start\r\n * @param {number} end\r\n * @param {number} count\r\n * @param {boolean} [useFloat=false]\r\n * @return {number[]}\r\n */\n\n }, {\n key: 'rangeMultiple',\n value: function rangeMultiple(start, end, count, useFloat) {\n var array = [];\n for (var i = 0; i < count; i++) {\n array.push(this.range(start, end, useFloat));\n }\n return array;\n }\n\n /**\r\n * an array of random numbers between [middle - range, middle + range]\r\n * @param {number} middle\r\n * @param {number} range\r\n * @param {number} count\r\n * @param {boolean} [useFloat=false]\r\n * @return {number[]}\r\n */\n\n }, {\n key: 'middleMultiple',\n value: function middleMultiple(middle, range, count, useFloat) {\n var array = [];\n for (var i = 0; i < count; i++) {\n array.push(middle(middle, range, useFloat));\n }\n return array;\n }\n\n /**\r\n * @param {number} [chance=0.5]\r\n * returns random sign (either +1 or -1)\r\n * @return {number}\r\n */\n\n }, {\n key: 'sign',\n value: function sign(chance) {\n chance = chance || 0.5;\n return this.generator() < chance ? 1 : -1;\n }\n\n /**\r\n * tells you whether a random chance was achieved\r\n * @param {number} [percent=0.5]\r\n * @return {boolean}\r\n */\n\n }, {\n key: 'chance',\n value: function chance(percent) {\n return this.generator() < (percent || 0.5);\n }\n\n /**\r\n * returns a random angle in radians [0 - 2 * Math.PI)\r\n */\n\n }, {\n key: 'angle',\n value: function angle() {\n return this.get(Math.PI * 2, true);\n }\n\n /**\r\n * Shuffle array (either in place or copied)\r\n * from http://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array\r\n * @param {Array} array\r\n * @param {boolean} [copy=false] whether to shuffle in place (default) or return a new shuffled array\r\n * @return {Array} a shuffled array\r\n */\n\n }, {\n key: 'shuffle',\n value: function shuffle(array, copy) {\n if (copy) {\n array = array.slice();\n }\n if (array.length === 0) {\n return array;\n }\n\n var currentIndex = array.length,\n temporaryValue = void 0,\n randomIndex = void 0;\n\n // While there remain elements to shuffle...\n while (0 !== currentIndex) {\n // Pick a remaining element...\n randomIndex = this.get(currentIndex);\n currentIndex -= 1;\n\n // And swap it with the current element.\n temporaryValue = array[currentIndex];\n array[currentIndex] = array[randomIndex];\n array[randomIndex] = temporaryValue;\n }\n return array;\n }\n\n /**\r\n * picks a random element from an array\r\n * @param {Array} array\r\n * @return {*}\r\n */\n\n }, {\n key: 'pick',\n value: function pick(array, remove) {\n if (!remove) {\n return array[this.get(array.length)];\n } else {\n var pick = this.get(array.length);\n var temp = array[pick];\n array.splice(pick, 1);\n return temp;\n }\n }\n\n /**\r\n * returns a random property from an object\r\n * from http://stackoverflow.com/questions/2532218/pick-random-property-from-a-javascript-object\r\n * @param {object} obj\r\n * @return {*}\r\n */\n\n }, {\n key: 'property',\n value: function property(obj) {\n var result;\n var count = 0;\n for (var prop in obj) {\n if (this.chance(1 / ++count)) {\n result = prop;\n }\n }\n return result;\n }\n\n /**\r\n * creates a random set where each entry is a value between [min, max]\r\n * @param {number} min\r\n * @param {number} max\r\n * @param {number} amount of numbers in set\r\n * @param {number[]}\r\n */\n\n }, {\n key: 'set',\n value: function set(min, max, amount) {\n var set = [],\n all = [],\n i;\n for (i = min; i < max; i++) {\n all.push(i);\n }\n\n for (i = 0; i < amount; i++) {\n var found = this.get(all.length);\n set.push(all[found]);\n all.splice(found, 1);\n }\n return set;\n }\n\n /**\r\n * returns a set of numbers with a randomly even distribution (i.e., no overlapping and filling the space)\r\n * @param {number} start position\r\n * @param {number} end position\r\n * @param {number} count of non-start/end points\r\n * @param {boolean} [includeStart=false] includes start point (count++)\r\n * @param {boolean} [includeEnd=false] includes end point (count++)\r\n * @param {boolean} [useFloat=false]\r\n * @param {number[]}\r\n */\n\n }, {\n key: 'distribution',\n value: function distribution(start, end, count, includeStart, includeEnd, useFloat) {\n var interval = Math.floor((end - start) / count);\n var halfInterval = interval / 2;\n var quarterInterval = interval / 4;\n var set = [];\n if (includeStart) {\n set.push(start);\n }\n for (var i = 0; i < count; i++) {\n set.push(start + i * interval + halfInterval + this.range(-quarterInterval, quarterInterval, useFloat));\n }\n if (includeEnd) {\n set.push(end);\n }\n return set;\n }\n\n /**\r\n * returns a random number based on weighted probability between [min, max]\r\n * from http://stackoverflow.com/questions/22656126/javascript-random-number-with-weighted-probability\r\n * @param {number} min value\r\n * @param {number} max value\r\n * @param {number} target for average value\r\n * @param {number} stddev - standard deviation\r\n */\n\n }, {\n key: 'weightedProbabilityInt',\n value: function weightedProbabilityInt(min, max, target, stddev) {\n function normRand() {\n var x1 = void 0,\n x2 = void 0,\n rad = void 0;\n do {\n x1 = 2 * this.get(1, true) - 1;\n x2 = 2 * this.get(1, true) - 1;\n rad = x1 * x1 + x2 * x2;\n } while (rad >= 1 || rad === 0);\n var c = Math.sqrt(-2 * Math.log(rad) / rad);\n return x1 * c;\n }\n\n stddev = stddev || 1;\n if (Math.random() < 0.81546) {\n while (true) {\n var sample = normRand() * stddev + target;\n if (sample >= min && sample <= max) {\n return sample;\n }\n }\n } else {\n return this.range(min, max);\n }\n }\n\n /*\r\n * returns a random hex color (0 - 0xffffff)\r\n * @return {number}\r\n */\n\n }, {\n key: 'color',\n value: function color() {\n return this.get(0xffffff);\n }\n }]);\n\n return Random;\n}();\n\nmodule.exports = new Random();\n\n//# 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yy-random\r\n// by David Figatner\r\n// MIT license\r\n// copyright YOPEY YOPEY LLC 2016-17\r\n// https://github.com/davidfig/random\r\n\r\nconst seedrandom = require('seedrandom')\r\n\r\nclass Random\r\n{\r\n    constructor()\r\n    {\r\n        this.generator = Math.random\r\n    }\r\n\r\n    /**\r\n     * generates a seeded number\r\n     * @param {number} seed\r\n     * @param {object} [options]\r\n     * @param {string} [PRNG=\"alea\"] - name of algorithm, see https://github.com/davidbau/seedrandom\r\n     * @param {(boolean|string)} [state] - can include the state returned from save()\r\n     */\r\n    seed(seed, options)\r\n    {\r\n        options = options || {}\r\n        this.generator = seedrandom[options.PRNG || 'alea'](seed, { state: options.state })\r\n        this.options = options\r\n    }\r\n\r\n    /**\r\n     * saves the state of the random generator\r\n     * can only be used after Random.seed() is called with options.state = true\r\n     * @returns {number} state\r\n     */\r\n    save()\r\n    {\r\n        if (this.generator !== Math.random)\r\n        {\r\n            return this.generator.state()\r\n        }\r\n    }\r\n\r\n    /**\r\n     * restores the state of the random generator\r\n     * @param {number} state\r\n     */\r\n    restore(state)\r\n    {\r\n        this.generator = seedrandom[this.options.PRNG || 'alea']('', { state })\r\n    }\r\n\r\n    /**\r\n     * changes the generator to use the old Math.sin-based random function\r\n     * based on : http://stackoverflow.com/questions/521295/javascript-random-seeds\r\n     * (deprecated) Use only for compatibility purposes\r\n     * @param {number} seed\r\n     */\r\n    seedOld(seed)\r\n    {\r\n        this.generator = function()\r\n        {\r\n            const x = Math.sin(seed++) * 10000\r\n            return x - Math.floor(x)\r\n        }\r\n    }\r\n\r\n    /**\r\n     * create a separate random generator using the seed\r\n     * @param {number} seed\r\n     * @return {object}\r\n     */\r\n    separateSeed(seed)\r\n    {\r\n        const random = new Random()\r\n        random.seed(seed)\r\n        return random\r\n    }\r\n\r\n    /**\r\n     * resets the random number this.generator to Math.random()\r\n     */\r\n    reset()\r\n    {\r\n        this.generator = Math.random\r\n    }\r\n\r\n    /**\r\n     * returns a random number using the this.generator between [0, ceiling - 1]\r\n     * @param {number} ceiling\r\n     * @param {boolean} [useFloat=false]\r\n     * @return {number}\r\n     */\r\n    get(ceiling, useFloat)\r\n    {\r\n        const negative = ceiling < 0 ? -1 : 1\r\n        ceiling *= negative\r\n        let result\r\n        if (useFloat)\r\n        {\r\n            result = this.generator() * ceiling\r\n        }\r\n        else\r\n        {\r\n            result = Math.floor(this.generator() * ceiling)\r\n        }\r\n        return result * negative\r\n    }\r\n\r\n    /**\r\n     * returns a random integer between 0 - Number.MAX_SAFE_INTEGER\r\n     * @return {number}\r\n     */\r\n    getHuge()\r\n    {\r\n        return this.get(Number.MAX_SAFE_INTEGER)\r\n    }\r\n\r\n    /**\r\n     * random number [middle - range, middle + range]\r\n     * @param {number} middle\r\n     * @param {number} delta\r\n     * @param {boolean} [useFloat=false]\r\n     * @return {number}\r\n     */\r\n    middle(middle, delta, useFloat)\r\n    {\r\n        const half = delta / 2\r\n        return this.range(middle - half, middle + half, useFloat)\r\n    }\r\n\r\n    /**\r\n     * random number [start, end]\r\n     * @param {number} start\r\n     * @param {number} end\r\n     * @param {boolean} [useFloat=false] if true, then range is (start, end)--i.e., not inclusive to start and end\r\n     * @return {number}\r\n     */\r\n    range(start, end, useFloat)\r\n    {\r\n        // case where there is no range\r\n        if (end === start)\r\n        {\r\n            return end\r\n        }\r\n\r\n        if (useFloat)\r\n        {\r\n            return this.get(end - start, true) + start\r\n        }\r\n        else\r\n        {\r\n            let range\r\n            if (start < 0 && end > 0)\r\n            {\r\n                range = -start + end + 1\r\n            }\r\n            else if (start === 0 && end > 0)\r\n            {\r\n                range = end + 1\r\n            }\r\n            else if (start < 0 && end === 0)\r\n            {\r\n                range = start - 1\r\n                start = 1\r\n            }\r\n            else if (start < 0 && end < 0)\r\n            {\r\n                range = end - start - 1\r\n            }\r\n            else\r\n            {\r\n                range = end - start + 1\r\n            }\r\n            return Math.floor(this.generator() * range) + start\r\n        }\r\n    }\r\n\r\n    /**\r\n     * an array of random numbers between [start, end]\r\n     * @param {number} start\r\n     * @param {number} end\r\n     * @param {number} count\r\n     * @param {boolean} [useFloat=false]\r\n     * @return {number[]}\r\n     */\r\n    rangeMultiple(start, end, count, useFloat)\r\n    {\r\n        var array = []\r\n        for (let i = 0; i < count; i++)\r\n        {\r\n            array.push(this.range(start, end, useFloat))\r\n        }\r\n        return array\r\n    }\r\n\r\n    /**\r\n     * an array of random numbers between [middle - range, middle + range]\r\n     * @param {number} middle\r\n     * @param {number} range\r\n     * @param {number} count\r\n     * @param {boolean} [useFloat=false]\r\n     * @return {number[]}\r\n     */\r\n    middleMultiple(middle, range, count, useFloat)\r\n    {\r\n        const array = []\r\n        for (let i = 0; i < count; i++)\r\n        {\r\n            array.push(middle(middle, range, useFloat))\r\n        }\r\n        return array\r\n    }\r\n\r\n    /**\r\n     * @param {number} [chance=0.5]\r\n     * returns random sign (either +1 or -1)\r\n     * @return {number}\r\n     */\r\n    sign(chance)\r\n    {\r\n        chance = chance || 0.5\r\n        return this.generator() < chance ? 1 : -1\r\n    }\r\n\r\n    /**\r\n     * tells you whether a random chance was achieved\r\n     * @param {number} [percent=0.5]\r\n     * @return {boolean}\r\n     */\r\n    chance(percent)\r\n    {\r\n        return this.generator() < (percent || 0.5)\r\n    }\r\n\r\n    /**\r\n     * returns a random angle in radians [0 - 2 * Math.PI)\r\n     */\r\n    angle()\r\n    {\r\n        return this.get(Math.PI * 2, true)\r\n    }\r\n\r\n    /**\r\n     * Shuffle array (either in place or copied)\r\n     * from http://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array\r\n     * @param {Array} array\r\n     * @param {boolean} [copy=false] whether to shuffle in place (default) or return a new shuffled array\r\n     * @return {Array} a shuffled array\r\n     */\r\n    shuffle(array, copy)\r\n    {\r\n        if (copy)\r\n        {\r\n            array = array.slice()\r\n        }\r\n        if (array.length === 0)\r\n        {\r\n            return array\r\n        }\r\n\r\n        let currentIndex = array.length, temporaryValue, randomIndex\r\n\r\n        // While there remain elements to shuffle...\r\n        while (0 !== currentIndex)\r\n        {\r\n            // Pick a remaining element...\r\n            randomIndex = this.get(currentIndex)\r\n            currentIndex -= 1\r\n\r\n            // And swap it with the current element.\r\n            temporaryValue = array[currentIndex]\r\n            array[currentIndex] = array[randomIndex]\r\n            array[randomIndex] = temporaryValue\r\n        }\r\n        return array\r\n    }\r\n\r\n    /**\r\n     * picks a random element from an array\r\n     * @param {Array} array\r\n     * @return {*}\r\n     */\r\n    pick(array, remove)\r\n    {\r\n        if (!remove)\r\n        {\r\n            return array[this.get(array.length)]\r\n        }\r\n        else\r\n        {\r\n            const pick = this.get(array.length)\r\n            const temp = array[pick]\r\n            array.splice(pick, 1)\r\n            return temp\r\n        }\r\n    }\r\n\r\n    /**\r\n     * returns a random property from an object\r\n     * from http://stackoverflow.com/questions/2532218/pick-random-property-from-a-javascript-object\r\n     * @param {object} obj\r\n     * @return {*}\r\n     */\r\n    property(obj)\r\n    {\r\n        var result\r\n        var count = 0\r\n        for (var prop in obj)\r\n        {\r\n            if (this.chance(1 / ++count))\r\n            {\r\n                result = prop\r\n            }\r\n        }\r\n        return result\r\n    }\r\n\r\n    /**\r\n     * creates a random set where each entry is a value between [min, max]\r\n     * @param {number} min\r\n     * @param {number} max\r\n     * @param {number} amount of numbers in set\r\n     * @param {number[]}\r\n     */\r\n    set(min, max, amount)\r\n    {\r\n        var set = [], all = [], i\r\n        for (i = min; i < max; i++)\r\n        {\r\n            all.push(i)\r\n        }\r\n\r\n        for (i = 0; i < amount; i++)\r\n        {\r\n            var found = this.get(all.length)\r\n            set.push(all[found])\r\n            all.splice(found, 1)\r\n        }\r\n        return set\r\n    }\r\n\r\n\r\n    /**\r\n     * returns a set of numbers with a randomly even distribution (i.e., no overlapping and filling the space)\r\n     * @param {number} start position\r\n     * @param {number} end position\r\n     * @param {number} count of non-start/end points\r\n     * @param {boolean} [includeStart=false] includes start point (count++)\r\n     * @param {boolean} [includeEnd=false] includes end point (count++)\r\n     * @param {boolean} [useFloat=false]\r\n     * @param {number[]}\r\n     */\r\n    distribution(start, end, count, includeStart, includeEnd, useFloat)\r\n    {\r\n        var interval = Math.floor((end - start) / count)\r\n        var halfInterval = interval / 2\r\n        var quarterInterval = interval / 4\r\n        var set = []\r\n        if (includeStart)\r\n        {\r\n            set.push(start)\r\n        }\r\n        for (var i = 0; i < count; i++)\r\n        {\r\n            set.push(start + i * interval + halfInterval + this.range(-quarterInterval, quarterInterval, useFloat))\r\n        }\r\n        if (includeEnd)\r\n        {\r\n            set.push(end)\r\n        }\r\n        return set\r\n    }\r\n\r\n    /**\r\n     * returns a random number based on weighted probability between [min, max]\r\n     * from http://stackoverflow.com/questions/22656126/javascript-random-number-with-weighted-probability\r\n     * @param {number} min value\r\n     * @param {number} max value\r\n     * @param {number} target for average value\r\n     * @param {number} stddev - standard deviation\r\n     */\r\n    weightedProbabilityInt(min, max, target, stddev)\r\n    {\r\n        function normRand()\r\n        {\r\n            let x1, x2, rad\r\n            do\r\n            {\r\n                x1 = 2 * this.get(1, true) - 1\r\n                x2 = 2 * this.get(1, true) - 1\r\n                rad = x1 * x1 + x2 * x2\r\n            } while (rad >= 1 || rad === 0)\r\n            const c = Math.sqrt(-2 * Math.log(rad) / rad)\r\n            return x1 * c\r\n        }\r\n\r\n        stddev = stddev || 1\r\n        if (Math.random() < 0.81546)\r\n        {\r\n            while (true)\r\n            {\r\n                const sample = ((normRand() * stddev) + target)\r\n                if (sample >= min && sample <= max)\r\n                {\r\n                    return sample\r\n                }\r\n            }\r\n        }\r\n        else\r\n        {\r\n            return this.range(min, max)\r\n        }\r\n    }\r\n\r\n    /*\r\n     * returns a random hex color (0 - 0xffffff)\r\n     * @return {number}\r\n     */\r\n    color()\r\n    {\r\n        return this.get(0xffffff)\r\n    }\r\n}\r\n\r\nmodule.exports = new Random()"]}","// TinyColor v1.4.1\n// https://github.com/bgrins/TinyColor\n// Brian Grinstead, MIT License\n\n(function(Math) {\n\nvar trimLeft = /^\\s+/,\n trimRight = /\\s+$/,\n tinyCounter = 0,\n mathRound = Math.round,\n mathMin = Math.min,\n mathMax = Math.max,\n mathRandom = Math.random;\n\nfunction tinycolor (color, opts) {\n\n color = (color) ? color : '';\n opts = opts || { };\n\n // If input is already a tinycolor, return itself\n if (color instanceof tinycolor) {\n return color;\n }\n // If we are called as a function, call using new instead\n if (!(this instanceof tinycolor)) {\n return new tinycolor(color, opts);\n }\n\n var rgb = inputToRGB(color);\n this._originalInput = color,\n this._r = rgb.r,\n this._g = rgb.g,\n this._b = rgb.b,\n this._a = rgb.a,\n this._roundA = mathRound(100*this._a) / 100,\n this._format = opts.format || rgb.format;\n this._gradientType = opts.gradientType;\n\n // Don't let the range of [0,255] come back in [0,1].\n // Potentially lose a little bit of precision here, but will fix issues where\n // .5 gets interpreted as half of the total, instead of half of 1\n // If it was supposed to be 128, this was already taken care of by `inputToRgb`\n if (this._r < 1) { this._r = mathRound(this._r); }\n if (this._g < 1) { this._g = mathRound(this._g); }\n if (this._b < 1) { this._b = mathRound(this._b); }\n\n this._ok = rgb.ok;\n this._tc_id = tinyCounter++;\n}\n\ntinycolor.prototype = {\n isDark: function() {\n return this.getBrightness() < 128;\n },\n isLight: function() {\n return !this.isDark();\n },\n isValid: function() {\n return this._ok;\n },\n getOriginalInput: function() {\n return this._originalInput;\n },\n getFormat: function() {\n return this._format;\n },\n getAlpha: function() {\n return this._a;\n },\n getBrightness: function() {\n //http://www.w3.org/TR/AERT#color-contrast\n var rgb = this.toRgb();\n return (rgb.r * 299 + rgb.g * 587 + rgb.b * 114) / 1000;\n },\n getLuminance: function() {\n //http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef\n var rgb = this.toRgb();\n var RsRGB, GsRGB, BsRGB, R, G, B;\n RsRGB = rgb.r/255;\n GsRGB = rgb.g/255;\n BsRGB = rgb.b/255;\n\n if (RsRGB <= 0.03928) {R = RsRGB / 12.92;} else {R = Math.pow(((RsRGB + 0.055) / 1.055), 2.4);}\n if (GsRGB <= 0.03928) {G = GsRGB / 12.92;} else {G = Math.pow(((GsRGB + 0.055) / 1.055), 2.4);}\n if (BsRGB <= 0.03928) {B = BsRGB / 12.92;} else {B = Math.pow(((BsRGB + 0.055) / 1.055), 2.4);}\n return (0.2126 * R) + (0.7152 * G) + (0.0722 * B);\n },\n setAlpha: function(value) {\n this._a = boundAlpha(value);\n this._roundA = mathRound(100*this._a) / 100;\n return this;\n },\n toHsv: function() {\n var hsv = rgbToHsv(this._r, this._g, this._b);\n return { h: hsv.h * 360, s: hsv.s, v: hsv.v, a: this._a };\n },\n toHsvString: function() {\n var hsv = rgbToHsv(this._r, this._g, this._b);\n var h = mathRound(hsv.h * 360), s = mathRound(hsv.s * 100), v = mathRound(hsv.v * 100);\n return (this._a == 1) ?\n \"hsv(\" + h + \", \" + s + \"%, \" + v + \"%)\" :\n \"hsva(\" + h + \", \" + s + \"%, \" + v + \"%, \"+ this._roundA + \")\";\n },\n toHsl: function() {\n var hsl = rgbToHsl(this._r, this._g, this._b);\n return { h: hsl.h * 360, s: hsl.s, l: hsl.l, a: this._a };\n },\n toHslString: function() {\n var hsl = rgbToHsl(this._r, this._g, this._b);\n var h = mathRound(hsl.h * 360), s = mathRound(hsl.s * 100), l = mathRound(hsl.l * 100);\n return (this._a == 1) ?\n \"hsl(\" + h + \", \" + s + \"%, \" + l + \"%)\" :\n \"hsla(\" + h + \", \" + s + \"%, \" + l + \"%, \"+ this._roundA + \")\";\n },\n toHex: function(allow3Char) {\n return rgbToHex(this._r, this._g, this._b, allow3Char);\n },\n toHexString: function(allow3Char) {\n return '#' + this.toHex(allow3Char);\n },\n toHex8: function(allow4Char) {\n return rgbaToHex(this._r, this._g, this._b, this._a, allow4Char);\n },\n toHex8String: function(allow4Char) {\n return '#' + this.toHex8(allow4Char);\n },\n toRgb: function() {\n return { r: mathRound(this._r), g: mathRound(this._g), b: mathRound(this._b), a: this._a };\n },\n toRgbString: function() {\n return (this._a == 1) ?\n \"rgb(\" + mathRound(this._r) + \", \" + mathRound(this._g) + \", \" + mathRound(this._b) + \")\" :\n \"rgba(\" + mathRound(this._r) + \", \" + mathRound(this._g) + \", \" + mathRound(this._b) + \", \" + this._roundA + \")\";\n },\n toPercentageRgb: function() {\n return { r: mathRound(bound01(this._r, 255) * 100) + \"%\", g: mathRound(bound01(this._g, 255) * 100) + \"%\", b: mathRound(bound01(this._b, 255) * 100) + \"%\", a: this._a };\n },\n toPercentageRgbString: function() {\n return (this._a == 1) ?\n \"rgb(\" + mathRound(bound01(this._r, 255) * 100) + \"%, \" + mathRound(bound01(this._g, 255) * 100) + \"%, \" + mathRound(bound01(this._b, 255) * 100) + \"%)\" :\n \"rgba(\" + mathRound(bound01(this._r, 255) * 100) + \"%, \" + mathRound(bound01(this._g, 255) * 100) + \"%, \" + mathRound(bound01(this._b, 255) * 100) + \"%, \" + this._roundA + \")\";\n },\n toName: function() {\n if (this._a === 0) {\n return \"transparent\";\n }\n\n if (this._a < 1) {\n return false;\n }\n\n return hexNames[rgbToHex(this._r, this._g, this._b, true)] || false;\n },\n toFilter: function(secondColor) {\n var hex8String = '#' + rgbaToArgbHex(this._r, this._g, this._b, this._a);\n var secondHex8String = hex8String;\n var gradientType = this._gradientType ? \"GradientType = 1, \" : \"\";\n\n if (secondColor) {\n var s = tinycolor(secondColor);\n secondHex8String = '#' + rgbaToArgbHex(s._r, s._g, s._b, s._a);\n }\n\n return \"progid:DXImageTransform.Microsoft.gradient(\"+gradientType+\"startColorstr=\"+hex8String+\",endColorstr=\"+secondHex8String+\")\";\n },\n toString: function(format) {\n var formatSet = !!format;\n format = format || this._format;\n\n var formattedString = false;\n var hasAlpha = this._a < 1 && this._a >= 0;\n var needsAlphaFormat = !formatSet && hasAlpha && (format === \"hex\" || format === \"hex6\" || format === \"hex3\" || format === \"hex4\" || format === \"hex8\" || format === \"name\");\n\n if (needsAlphaFormat) {\n // Special case for \"transparent\", all other non-alpha formats\n // will return rgba when there is transparency.\n if (format === \"name\" && this._a === 0) {\n return this.toName();\n }\n return this.toRgbString();\n }\n if (format === \"rgb\") {\n formattedString = this.toRgbString();\n }\n if (format === \"prgb\") {\n formattedString = this.toPercentageRgbString();\n }\n if (format === \"hex\" || format === \"hex6\") {\n formattedString = this.toHexString();\n }\n if (format === \"hex3\") {\n formattedString = this.toHexString(true);\n }\n if (format === \"hex4\") {\n formattedString = this.toHex8String(true);\n }\n if (format === \"hex8\") {\n formattedString = this.toHex8String();\n }\n if (format === \"name\") {\n formattedString = this.toName();\n }\n if (format === \"hsl\") {\n formattedString = this.toHslString();\n }\n if (format === \"hsv\") {\n formattedString = this.toHsvString();\n }\n\n return formattedString || this.toHexString();\n },\n clone: function() {\n return tinycolor(this.toString());\n },\n\n _applyModification: function(fn, args) {\n var color = fn.apply(null, [this].concat([].slice.call(args)));\n this._r = color._r;\n this._g = color._g;\n this._b = color._b;\n this.setAlpha(color._a);\n return this;\n },\n lighten: function() {\n return this._applyModification(lighten, arguments);\n },\n brighten: function() {\n return this._applyModification(brighten, arguments);\n },\n darken: function() {\n return this._applyModification(darken, arguments);\n },\n desaturate: function() {\n return this._applyModification(desaturate, arguments);\n },\n saturate: function() {\n return this._applyModification(saturate, arguments);\n },\n greyscale: function() {\n return this._applyModification(greyscale, arguments);\n },\n spin: function() {\n return this._applyModification(spin, arguments);\n },\n\n _applyCombination: function(fn, args) {\n return fn.apply(null, [this].concat([].slice.call(args)));\n },\n analogous: function() {\n return this._applyCombination(analogous, arguments);\n },\n complement: function() {\n return this._applyCombination(complement, arguments);\n },\n monochromatic: function() {\n return this._applyCombination(monochromatic, arguments);\n },\n splitcomplement: function() {\n return this._applyCombination(splitcomplement, arguments);\n },\n triad: function() {\n return this._applyCombination(triad, arguments);\n },\n tetrad: function() {\n return this._applyCombination(tetrad, arguments);\n }\n};\n\n// If input is an object, force 1 into \"1.0\" to handle ratios properly\n// String input requires \"1.0\" as input, so 1 will be treated as 1\ntinycolor.fromRatio = function(color, opts) {\n if (typeof color == \"object\") {\n var newColor = {};\n for (var i in color) {\n if (color.hasOwnProperty(i)) {\n if (i === \"a\") {\n newColor[i] = color[i];\n }\n else {\n newColor[i] = convertToPercentage(color[i]);\n }\n }\n }\n color = newColor;\n }\n\n return tinycolor(color, opts);\n};\n\n// Given a string or object, convert that input to RGB\n// Possible string inputs:\n//\n// \"red\"\n// \"#f00\" or \"f00\"\n// \"#ff0000\" or \"ff0000\"\n// \"#ff000000\" or \"ff000000\"\n// \"rgb 255 0 0\" or \"rgb (255, 0, 0)\"\n// \"rgb 1.0 0 0\" or \"rgb (1, 0, 0)\"\n// \"rgba (255, 0, 0, 1)\" or \"rgba 255, 0, 0, 1\"\n// \"rgba (1.0, 0, 0, 1)\" or \"rgba 1.0, 0, 0, 1\"\n// \"hsl(0, 100%, 50%)\" or \"hsl 0 100% 50%\"\n// \"hsla(0, 100%, 50%, 1)\" or \"hsla 0 100% 50%, 1\"\n// \"hsv(0, 100%, 100%)\" or \"hsv 0 100% 100%\"\n//\nfunction inputToRGB(color) {\n\n var rgb = { r: 0, g: 0, b: 0 };\n var a = 1;\n var s = null;\n var v = null;\n var l = null;\n var ok = false;\n var format = false;\n\n if (typeof color == \"string\") {\n color = stringInputToObject(color);\n }\n\n if (typeof color == \"object\") {\n if (isValidCSSUnit(color.r) && isValidCSSUnit(color.g) && isValidCSSUnit(color.b)) {\n rgb = rgbToRgb(color.r, color.g, color.b);\n ok = true;\n format = String(color.r).substr(-1) === \"%\" ? \"prgb\" : \"rgb\";\n }\n else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.v)) {\n s = convertToPercentage(color.s);\n v = convertToPercentage(color.v);\n rgb = hsvToRgb(color.h, s, v);\n ok = true;\n format = \"hsv\";\n }\n else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.l)) {\n s = convertToPercentage(color.s);\n l = convertToPercentage(color.l);\n rgb = hslToRgb(color.h, s, l);\n ok = true;\n format = \"hsl\";\n }\n\n if (color.hasOwnProperty(\"a\")) {\n a = color.a;\n }\n }\n\n a = boundAlpha(a);\n\n return {\n ok: ok,\n format: color.format || format,\n r: mathMin(255, mathMax(rgb.r, 0)),\n g: mathMin(255, mathMax(rgb.g, 0)),\n b: mathMin(255, mathMax(rgb.b, 0)),\n a: a\n };\n}\n\n\n// Conversion Functions\n// --------------------\n\n// `rgbToHsl`, `rgbToHsv`, `hslToRgb`, `hsvToRgb` modified from:\n// \n\n// `rgbToRgb`\n// Handle bounds / percentage checking to conform to CSS color spec\n// \n// *Assumes:* r, g, b in [0, 255] or [0, 1]\n// *Returns:* { r, g, b } in [0, 255]\nfunction rgbToRgb(r, g, b){\n return {\n r: bound01(r, 255) * 255,\n g: bound01(g, 255) * 255,\n b: bound01(b, 255) * 255\n };\n}\n\n// `rgbToHsl`\n// Converts an RGB color value to HSL.\n// *Assumes:* r, g, and b are contained in [0, 255] or [0, 1]\n// *Returns:* { h, s, l } in [0,1]\nfunction rgbToHsl(r, g, b) {\n\n r = bound01(r, 255);\n g = bound01(g, 255);\n b = bound01(b, 255);\n\n var max = mathMax(r, g, b), min = mathMin(r, g, b);\n var h, s, l = (max + min) / 2;\n\n if(max == min) {\n h = s = 0; // achromatic\n }\n else {\n var d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n switch(max) {\n case r: h = (g - b) / d + (g < b ? 6 : 0); break;\n case g: h = (b - r) / d + 2; break;\n case b: h = (r - g) / d + 4; break;\n }\n\n h /= 6;\n }\n\n return { h: h, s: s, l: l };\n}\n\n// `hslToRgb`\n// Converts an HSL color value to RGB.\n// *Assumes:* h is contained in [0, 1] or [0, 360] and s and l are contained [0, 1] or [0, 100]\n// *Returns:* { r, g, b } in the set [0, 255]\nfunction hslToRgb(h, s, l) {\n var r, g, b;\n\n h = bound01(h, 360);\n s = bound01(s, 100);\n l = bound01(l, 100);\n\n function hue2rgb(p, q, t) {\n if(t < 0) t += 1;\n if(t > 1) t -= 1;\n if(t < 1/6) return p + (q - p) * 6 * t;\n if(t < 1/2) return q;\n if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;\n return p;\n }\n\n if(s === 0) {\n r = g = b = l; // achromatic\n }\n else {\n var q = l < 0.5 ? l * (1 + s) : l + s - l * s;\n var p = 2 * l - q;\n r = hue2rgb(p, q, h + 1/3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1/3);\n }\n\n return { r: r * 255, g: g * 255, b: b * 255 };\n}\n\n// `rgbToHsv`\n// Converts an RGB color value to HSV\n// *Assumes:* r, g, and b are contained in the set [0, 255] or [0, 1]\n// *Returns:* { h, s, v } in [0,1]\nfunction rgbToHsv(r, g, b) {\n\n r = bound01(r, 255);\n g = bound01(g, 255);\n b = bound01(b, 255);\n\n var max = mathMax(r, g, b), min = mathMin(r, g, b);\n var h, s, v = max;\n\n var d = max - min;\n s = max === 0 ? 0 : d / max;\n\n if(max == min) {\n h = 0; // achromatic\n }\n else {\n switch(max) {\n case r: h = (g - b) / d + (g < b ? 6 : 0); break;\n case g: h = (b - r) / d + 2; break;\n case b: h = (r - g) / d + 4; break;\n }\n h /= 6;\n }\n return { h: h, s: s, v: v };\n}\n\n// `hsvToRgb`\n// Converts an HSV color value to RGB.\n// *Assumes:* h is contained in [0, 1] or [0, 360] and s and v are contained in [0, 1] or [0, 100]\n// *Returns:* { r, g, b } in the set [0, 255]\n function hsvToRgb(h, s, v) {\n\n h = bound01(h, 360) * 6;\n s = bound01(s, 100);\n v = bound01(v, 100);\n\n var i = Math.floor(h),\n f = h - i,\n p = v * (1 - s),\n q = v * (1 - f * s),\n t = v * (1 - (1 - f) * s),\n mod = i % 6,\n r = [v, q, p, p, t, v][mod],\n g = [t, v, v, q, p, p][mod],\n b = [p, p, t, v, v, q][mod];\n\n return { r: r * 255, g: g * 255, b: b * 255 };\n}\n\n// `rgbToHex`\n// Converts an RGB color to hex\n// Assumes r, g, and b are contained in the set [0, 255]\n// Returns a 3 or 6 character hex\nfunction rgbToHex(r, g, b, allow3Char) {\n\n var hex = [\n pad2(mathRound(r).toString(16)),\n pad2(mathRound(g).toString(16)),\n pad2(mathRound(b).toString(16))\n ];\n\n // Return a 3 character hex if possible\n if (allow3Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1)) {\n return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0);\n }\n\n return hex.join(\"\");\n}\n\n// `rgbaToHex`\n// Converts an RGBA color plus alpha transparency to hex\n// Assumes r, g, b are contained in the set [0, 255] and\n// a in [0, 1]. Returns a 4 or 8 character rgba hex\nfunction rgbaToHex(r, g, b, a, allow4Char) {\n\n var hex = [\n pad2(mathRound(r).toString(16)),\n pad2(mathRound(g).toString(16)),\n pad2(mathRound(b).toString(16)),\n pad2(convertDecimalToHex(a))\n ];\n\n // Return a 4 character hex if possible\n if (allow4Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1) && hex[3].charAt(0) == hex[3].charAt(1)) {\n return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0) + hex[3].charAt(0);\n }\n\n return hex.join(\"\");\n}\n\n// `rgbaToArgbHex`\n// Converts an RGBA color to an ARGB Hex8 string\n// Rarely used, but required for \"toFilter()\"\nfunction rgbaToArgbHex(r, g, b, a) {\n\n var hex = [\n pad2(convertDecimalToHex(a)),\n pad2(mathRound(r).toString(16)),\n pad2(mathRound(g).toString(16)),\n pad2(mathRound(b).toString(16))\n ];\n\n return hex.join(\"\");\n}\n\n// `equals`\n// Can be called with any tinycolor input\ntinycolor.equals = function (color1, color2) {\n if (!color1 || !color2) { return false; }\n return tinycolor(color1).toRgbString() == tinycolor(color2).toRgbString();\n};\n\ntinycolor.random = function() {\n return tinycolor.fromRatio({\n r: mathRandom(),\n g: mathRandom(),\n b: mathRandom()\n });\n};\n\n\n// Modification Functions\n// ----------------------\n// Thanks to less.js for some of the basics here\n// \n\nfunction desaturate(color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var hsl = tinycolor(color).toHsl();\n hsl.s -= amount / 100;\n hsl.s = clamp01(hsl.s);\n return tinycolor(hsl);\n}\n\nfunction saturate(color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var hsl = tinycolor(color).toHsl();\n hsl.s += amount / 100;\n hsl.s = clamp01(hsl.s);\n return tinycolor(hsl);\n}\n\nfunction greyscale(color) {\n return tinycolor(color).desaturate(100);\n}\n\nfunction lighten (color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var hsl = tinycolor(color).toHsl();\n hsl.l += amount / 100;\n hsl.l = clamp01(hsl.l);\n return tinycolor(hsl);\n}\n\nfunction brighten(color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var rgb = tinycolor(color).toRgb();\n rgb.r = mathMax(0, mathMin(255, rgb.r - mathRound(255 * - (amount / 100))));\n rgb.g = mathMax(0, mathMin(255, rgb.g - mathRound(255 * - (amount / 100))));\n rgb.b = mathMax(0, mathMin(255, rgb.b - mathRound(255 * - (amount / 100))));\n return tinycolor(rgb);\n}\n\nfunction darken (color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var hsl = tinycolor(color).toHsl();\n hsl.l -= amount / 100;\n hsl.l = clamp01(hsl.l);\n return tinycolor(hsl);\n}\n\n// Spin takes a positive or negative amount within [-360, 360] indicating the change of hue.\n// Values outside of this range will be wrapped into this range.\nfunction spin(color, amount) {\n var hsl = tinycolor(color).toHsl();\n var hue = (hsl.h + amount) % 360;\n hsl.h = hue < 0 ? 360 + hue : hue;\n return tinycolor(hsl);\n}\n\n// Combination Functions\n// ---------------------\n// Thanks to jQuery xColor for some of the ideas behind these\n// \n\nfunction complement(color) {\n var hsl = tinycolor(color).toHsl();\n hsl.h = (hsl.h + 180) % 360;\n return tinycolor(hsl);\n}\n\nfunction triad(color) {\n var hsl = tinycolor(color).toHsl();\n var h = hsl.h;\n return [\n tinycolor(color),\n tinycolor({ h: (h + 120) % 360, s: hsl.s, l: hsl.l }),\n tinycolor({ h: (h + 240) % 360, s: hsl.s, l: hsl.l })\n ];\n}\n\nfunction tetrad(color) {\n var hsl = tinycolor(color).toHsl();\n var h = hsl.h;\n return [\n tinycolor(color),\n tinycolor({ h: (h + 90) % 360, s: hsl.s, l: hsl.l }),\n tinycolor({ h: (h + 180) % 360, s: hsl.s, l: hsl.l }),\n tinycolor({ h: (h + 270) % 360, s: hsl.s, l: hsl.l })\n ];\n}\n\nfunction splitcomplement(color) {\n var hsl = tinycolor(color).toHsl();\n var h = hsl.h;\n return [\n tinycolor(color),\n tinycolor({ h: (h + 72) % 360, s: hsl.s, l: hsl.l}),\n tinycolor({ h: (h + 216) % 360, s: hsl.s, l: hsl.l})\n ];\n}\n\nfunction analogous(color, results, slices) {\n results = results || 6;\n slices = slices || 30;\n\n var hsl = tinycolor(color).toHsl();\n var part = 360 / slices;\n var ret = [tinycolor(color)];\n\n for (hsl.h = ((hsl.h - (part * results >> 1)) + 720) % 360; --results; ) {\n hsl.h = (hsl.h + part) % 360;\n ret.push(tinycolor(hsl));\n }\n return ret;\n}\n\nfunction monochromatic(color, results) {\n results = results || 6;\n var hsv = tinycolor(color).toHsv();\n var h = hsv.h, s = hsv.s, v = hsv.v;\n var ret = [];\n var modification = 1 / results;\n\n while (results--) {\n ret.push(tinycolor({ h: h, s: s, v: v}));\n v = (v + modification) % 1;\n }\n\n return ret;\n}\n\n// Utility Functions\n// ---------------------\n\ntinycolor.mix = function(color1, color2, amount) {\n amount = (amount === 0) ? 0 : (amount || 50);\n\n var rgb1 = tinycolor(color1).toRgb();\n var rgb2 = tinycolor(color2).toRgb();\n\n var p = amount / 100;\n\n var rgba = {\n r: ((rgb2.r - rgb1.r) * p) + rgb1.r,\n g: ((rgb2.g - rgb1.g) * p) + rgb1.g,\n b: ((rgb2.b - rgb1.b) * p) + rgb1.b,\n a: ((rgb2.a - rgb1.a) * p) + rgb1.a\n };\n\n return tinycolor(rgba);\n};\n\n\n// Readability Functions\n// ---------------------\n// false\n// tinycolor.isReadable(\"#000\", \"#111\",{level:\"AA\",size:\"large\"}) => false\ntinycolor.isReadable = function(color1, color2, wcag2) {\n var readability = tinycolor.readability(color1, color2);\n var wcag2Parms, out;\n\n out = false;\n\n wcag2Parms = validateWCAG2Parms(wcag2);\n switch (wcag2Parms.level + wcag2Parms.size) {\n case \"AAsmall\":\n case \"AAAlarge\":\n out = readability >= 4.5;\n break;\n case \"AAlarge\":\n out = readability >= 3;\n break;\n case \"AAAsmall\":\n out = readability >= 7;\n break;\n }\n return out;\n\n};\n\n// `mostReadable`\n// Given a base color and a list of possible foreground or background\n// colors for that base, returns the most readable color.\n// Optionally returns Black or White if the most readable color is unreadable.\n// *Example*\n// tinycolor.mostReadable(tinycolor.mostReadable(\"#123\", [\"#124\", \"#125\"],{includeFallbackColors:false}).toHexString(); // \"#112255\"\n// tinycolor.mostReadable(tinycolor.mostReadable(\"#123\", [\"#124\", \"#125\"],{includeFallbackColors:true}).toHexString(); // \"#ffffff\"\n// tinycolor.mostReadable(\"#a8015a\", [\"#faf3f3\"],{includeFallbackColors:true,level:\"AAA\",size:\"large\"}).toHexString(); // \"#faf3f3\"\n// tinycolor.mostReadable(\"#a8015a\", [\"#faf3f3\"],{includeFallbackColors:true,level:\"AAA\",size:\"small\"}).toHexString(); // \"#ffffff\"\ntinycolor.mostReadable = function(baseColor, colorList, args) {\n var bestColor = null;\n var bestScore = 0;\n var readability;\n var includeFallbackColors, level, size ;\n args = args || {};\n includeFallbackColors = args.includeFallbackColors ;\n level = args.level;\n size = args.size;\n\n for (var i= 0; i < colorList.length ; i++) {\n readability = tinycolor.readability(baseColor, colorList[i]);\n if (readability > bestScore) {\n bestScore = readability;\n bestColor = tinycolor(colorList[i]);\n }\n }\n\n if (tinycolor.isReadable(baseColor, bestColor, {\"level\":level,\"size\":size}) || !includeFallbackColors) {\n return bestColor;\n }\n else {\n args.includeFallbackColors=false;\n return tinycolor.mostReadable(baseColor,[\"#fff\", \"#000\"],args);\n }\n};\n\n\n// Big List of Colors\n// ------------------\n// \nvar names = tinycolor.names = {\n aliceblue: \"f0f8ff\",\n antiquewhite: \"faebd7\",\n aqua: \"0ff\",\n aquamarine: \"7fffd4\",\n azure: \"f0ffff\",\n beige: \"f5f5dc\",\n bisque: \"ffe4c4\",\n black: \"000\",\n blanchedalmond: \"ffebcd\",\n blue: \"00f\",\n blueviolet: \"8a2be2\",\n brown: \"a52a2a\",\n burlywood: \"deb887\",\n burntsienna: \"ea7e5d\",\n cadetblue: \"5f9ea0\",\n chartreuse: \"7fff00\",\n chocolate: \"d2691e\",\n coral: \"ff7f50\",\n cornflowerblue: \"6495ed\",\n cornsilk: \"fff8dc\",\n crimson: \"dc143c\",\n cyan: \"0ff\",\n darkblue: \"00008b\",\n darkcyan: \"008b8b\",\n darkgoldenrod: \"b8860b\",\n darkgray: \"a9a9a9\",\n darkgreen: \"006400\",\n darkgrey: \"a9a9a9\",\n darkkhaki: \"bdb76b\",\n darkmagenta: \"8b008b\",\n darkolivegreen: \"556b2f\",\n darkorange: \"ff8c00\",\n darkorchid: \"9932cc\",\n darkred: \"8b0000\",\n darksalmon: \"e9967a\",\n darkseagreen: \"8fbc8f\",\n darkslateblue: \"483d8b\",\n darkslategray: \"2f4f4f\",\n darkslategrey: \"2f4f4f\",\n darkturquoise: \"00ced1\",\n darkviolet: \"9400d3\",\n deeppink: \"ff1493\",\n deepskyblue: \"00bfff\",\n dimgray: \"696969\",\n dimgrey: \"696969\",\n dodgerblue: \"1e90ff\",\n firebrick: \"b22222\",\n floralwhite: \"fffaf0\",\n forestgreen: \"228b22\",\n fuchsia: \"f0f\",\n gainsboro: \"dcdcdc\",\n ghostwhite: \"f8f8ff\",\n gold: \"ffd700\",\n goldenrod: \"daa520\",\n gray: \"808080\",\n green: \"008000\",\n greenyellow: \"adff2f\",\n grey: \"808080\",\n honeydew: \"f0fff0\",\n hotpink: \"ff69b4\",\n indianred: \"cd5c5c\",\n indigo: \"4b0082\",\n ivory: \"fffff0\",\n khaki: \"f0e68c\",\n lavender: \"e6e6fa\",\n lavenderblush: \"fff0f5\",\n lawngreen: \"7cfc00\",\n lemonchiffon: \"fffacd\",\n lightblue: \"add8e6\",\n lightcoral: \"f08080\",\n lightcyan: \"e0ffff\",\n lightgoldenrodyellow: \"fafad2\",\n lightgray: \"d3d3d3\",\n lightgreen: \"90ee90\",\n lightgrey: \"d3d3d3\",\n lightpink: \"ffb6c1\",\n lightsalmon: \"ffa07a\",\n lightseagreen: \"20b2aa\",\n lightskyblue: \"87cefa\",\n lightslategray: \"789\",\n lightslategrey: \"789\",\n lightsteelblue: \"b0c4de\",\n lightyellow: \"ffffe0\",\n lime: \"0f0\",\n limegreen: \"32cd32\",\n linen: \"faf0e6\",\n magenta: \"f0f\",\n maroon: \"800000\",\n mediumaquamarine: \"66cdaa\",\n mediumblue: \"0000cd\",\n mediumorchid: \"ba55d3\",\n mediumpurple: \"9370db\",\n mediumseagreen: \"3cb371\",\n mediumslateblue: \"7b68ee\",\n mediumspringgreen: \"00fa9a\",\n mediumturquoise: \"48d1cc\",\n mediumvioletred: \"c71585\",\n midnightblue: \"191970\",\n mintcream: \"f5fffa\",\n mistyrose: \"ffe4e1\",\n moccasin: \"ffe4b5\",\n navajowhite: \"ffdead\",\n navy: \"000080\",\n oldlace: \"fdf5e6\",\n olive: \"808000\",\n olivedrab: \"6b8e23\",\n orange: \"ffa500\",\n orangered: \"ff4500\",\n orchid: \"da70d6\",\n palegoldenrod: \"eee8aa\",\n palegreen: \"98fb98\",\n paleturquoise: \"afeeee\",\n palevioletred: \"db7093\",\n papayawhip: \"ffefd5\",\n peachpuff: \"ffdab9\",\n peru: \"cd853f\",\n pink: \"ffc0cb\",\n plum: \"dda0dd\",\n powderblue: \"b0e0e6\",\n purple: \"800080\",\n rebeccapurple: \"663399\",\n red: \"f00\",\n rosybrown: \"bc8f8f\",\n royalblue: \"4169e1\",\n saddlebrown: \"8b4513\",\n salmon: \"fa8072\",\n sandybrown: \"f4a460\",\n seagreen: \"2e8b57\",\n seashell: \"fff5ee\",\n sienna: \"a0522d\",\n silver: \"c0c0c0\",\n skyblue: \"87ceeb\",\n slateblue: \"6a5acd\",\n slategray: \"708090\",\n slategrey: \"708090\",\n snow: \"fffafa\",\n springgreen: \"00ff7f\",\n steelblue: \"4682b4\",\n tan: \"d2b48c\",\n teal: \"008080\",\n thistle: \"d8bfd8\",\n tomato: \"ff6347\",\n turquoise: \"40e0d0\",\n violet: \"ee82ee\",\n wheat: \"f5deb3\",\n white: \"fff\",\n whitesmoke: \"f5f5f5\",\n yellow: \"ff0\",\n yellowgreen: \"9acd32\"\n};\n\n// Make it easy to access colors via `hexNames[hex]`\nvar hexNames = tinycolor.hexNames = flip(names);\n\n\n// Utilities\n// ---------\n\n// `{ 'name1': 'val1' }` becomes `{ 'val1': 'name1' }`\nfunction flip(o) {\n var flipped = { };\n for (var i in o) {\n if (o.hasOwnProperty(i)) {\n flipped[o[i]] = i;\n }\n }\n return flipped;\n}\n\n// Return a valid alpha value [0,1] with all invalid values being set to 1\nfunction boundAlpha(a) {\n a = parseFloat(a);\n\n if (isNaN(a) || a < 0 || a > 1) {\n a = 1;\n }\n\n return a;\n}\n\n// Take input from [0, n] and return it as [0, 1]\nfunction bound01(n, max) {\n if (isOnePointZero(n)) { n = \"100%\"; }\n\n var processPercent = isPercentage(n);\n n = mathMin(max, mathMax(0, parseFloat(n)));\n\n // Automatically convert percentage into number\n if (processPercent) {\n n = parseInt(n * max, 10) / 100;\n }\n\n // Handle floating point rounding errors\n if ((Math.abs(n - max) < 0.000001)) {\n return 1;\n }\n\n // Convert into [0, 1] range if it isn't already\n return (n % max) / parseFloat(max);\n}\n\n// Force a number between 0 and 1\nfunction clamp01(val) {\n return mathMin(1, mathMax(0, val));\n}\n\n// Parse a base-16 hex value into a base-10 integer\nfunction parseIntFromHex(val) {\n return parseInt(val, 16);\n}\n\n// Need to handle 1.0 as 100%, since once it is a number, there is no difference between it and 1\n// \nfunction isOnePointZero(n) {\n return typeof n == \"string\" && n.indexOf('.') != -1 && parseFloat(n) === 1;\n}\n\n// Check to see if string passed in is a percentage\nfunction isPercentage(n) {\n return typeof n === \"string\" && n.indexOf('%') != -1;\n}\n\n// Force a hex value to have 2 characters\nfunction pad2(c) {\n return c.length == 1 ? '0' + c : '' + c;\n}\n\n// Replace a decimal with it's percentage value\nfunction convertToPercentage(n) {\n if (n <= 1) {\n n = (n * 100) + \"%\";\n }\n\n return n;\n}\n\n// Converts a decimal to a hex value\nfunction convertDecimalToHex(d) {\n return Math.round(parseFloat(d) * 255).toString(16);\n}\n// Converts a hex value to a decimal\nfunction convertHexToDecimal(h) {\n return (parseIntFromHex(h) / 255);\n}\n\nvar matchers = (function() {\n\n // \n var CSS_INTEGER = \"[-\\\\+]?\\\\d+%?\";\n\n // \n var CSS_NUMBER = \"[-\\\\+]?\\\\d*\\\\.\\\\d+%?\";\n\n // Allow positive/negative integer/number. Don't capture the either/or, just the entire outcome.\n var CSS_UNIT = \"(?:\" + CSS_NUMBER + \")|(?:\" + CSS_INTEGER + \")\";\n\n // Actual matching.\n // Parentheses and commas are optional, but not required.\n // Whitespace can take the place of commas or opening paren\n var PERMISSIVE_MATCH3 = \"[\\\\s|\\\\(]+(\" + CSS_UNIT + \")[,|\\\\s]+(\" + CSS_UNIT + \")[,|\\\\s]+(\" + CSS_UNIT + \")\\\\s*\\\\)?\";\n var PERMISSIVE_MATCH4 = \"[\\\\s|\\\\(]+(\" + CSS_UNIT + \")[,|\\\\s]+(\" + CSS_UNIT + \")[,|\\\\s]+(\" + CSS_UNIT + \")[,|\\\\s]+(\" + CSS_UNIT + \")\\\\s*\\\\)?\";\n\n return {\n CSS_UNIT: new RegExp(CSS_UNIT),\n rgb: new RegExp(\"rgb\" + PERMISSIVE_MATCH3),\n rgba: new RegExp(\"rgba\" + PERMISSIVE_MATCH4),\n hsl: new RegExp(\"hsl\" + PERMISSIVE_MATCH3),\n hsla: new RegExp(\"hsla\" + PERMISSIVE_MATCH4),\n hsv: new RegExp(\"hsv\" + PERMISSIVE_MATCH3),\n hsva: new RegExp(\"hsva\" + PERMISSIVE_MATCH4),\n hex3: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,\n hex6: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/,\n hex4: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,\n hex8: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/\n };\n})();\n\n// `isValidCSSUnit`\n// Take in a single string / number and check to see if it looks like a CSS unit\n// (see `matchers` above for definition).\nfunction isValidCSSUnit(color) {\n return !!matchers.CSS_UNIT.exec(color);\n}\n\n// `stringInputToObject`\n// Permissive string parsing. Take in a number of formats, and output an object\n// based on detected format. Returns `{ r, g, b }` or `{ h, s, l }` or `{ h, s, v}`\nfunction stringInputToObject(color) {\n\n color = color.replace(trimLeft,'').replace(trimRight, '').toLowerCase();\n var named = false;\n if (names[color]) {\n color = names[color];\n named = true;\n }\n else if (color == 'transparent') {\n return { r: 0, g: 0, b: 0, a: 0, format: \"name\" };\n }\n\n // Try to match string input using regular expressions.\n // Keep most of the number bounding out of this function - don't worry about [0,1] or [0,100] or [0,360]\n // Just return an object and let the conversion functions handle that.\n // This way the result will be the same whether the tinycolor is initialized with string or object.\n var match;\n if ((match = matchers.rgb.exec(color))) {\n return { r: match[1], g: match[2], b: match[3] };\n }\n if ((match = matchers.rgba.exec(color))) {\n return { r: match[1], g: match[2], b: match[3], a: match[4] };\n }\n if ((match = matchers.hsl.exec(color))) {\n return { h: match[1], s: match[2], l: match[3] };\n }\n if ((match = matchers.hsla.exec(color))) {\n return { h: match[1], s: match[2], l: match[3], a: match[4] };\n }\n if ((match = matchers.hsv.exec(color))) {\n return { h: match[1], s: match[2], v: match[3] };\n }\n if ((match = matchers.hsva.exec(color))) {\n return { h: match[1], s: match[2], v: match[3], a: match[4] };\n }\n if ((match = matchers.hex8.exec(color))) {\n return {\n r: parseIntFromHex(match[1]),\n g: parseIntFromHex(match[2]),\n b: parseIntFromHex(match[3]),\n a: convertHexToDecimal(match[4]),\n format: named ? \"name\" : \"hex8\"\n };\n }\n if ((match = matchers.hex6.exec(color))) {\n return {\n r: parseIntFromHex(match[1]),\n g: parseIntFromHex(match[2]),\n b: parseIntFromHex(match[3]),\n format: named ? \"name\" : \"hex\"\n };\n }\n if ((match = matchers.hex4.exec(color))) {\n return {\n r: parseIntFromHex(match[1] + '' + match[1]),\n g: parseIntFromHex(match[2] + '' + match[2]),\n b: parseIntFromHex(match[3] + '' + match[3]),\n a: convertHexToDecimal(match[4] + '' + match[4]),\n format: named ? \"name\" : \"hex8\"\n };\n }\n if ((match = matchers.hex3.exec(color))) {\n return {\n r: parseIntFromHex(match[1] + '' + match[1]),\n g: parseIntFromHex(match[2] + '' + match[2]),\n b: parseIntFromHex(match[3] + '' + match[3]),\n format: named ? \"name\" : \"hex\"\n };\n }\n\n return false;\n}\n\nfunction validateWCAG2Parms(parms) {\n // return valid WCAG2 parms for isReadable.\n // If input parms are invalid, return {\"level\":\"AA\", \"size\":\"small\"}\n var level, size;\n parms = parms || {\"level\":\"AA\", \"size\":\"small\"};\n level = (parms.level || \"AA\").toUpperCase();\n size = (parms.size || \"small\").toLowerCase();\n if (level !== \"AA\" && level !== \"AAA\") {\n level = \"AA\";\n }\n if (size !== \"small\" && size !== \"large\") {\n size = \"small\";\n }\n return {\"level\":level, \"size\":size};\n}\n\n// Node: Export function\nif (typeof module !== \"undefined\" && module.exports) {\n module.exports = tinycolor;\n}\n// AMD/requirejs: Define the module\nelse if (typeof define === 'function' && define.amd) {\n define(function () {return tinycolor;});\n}\n// Browser: Expose to window\nelse {\n window.tinycolor = tinycolor;\n}\n\n})(Math);\n","// yy-counter\n// In-browser counter to watch changeable values like counters or FPS\n// David Figatner\n// (c) YOPEY YOPEY LLC 2017\n// MIT License\n// https://github.com/davidfig/counter\n\nmodule.exports = class Counter\n{\n /**\n * @param {object} [options]\n * @param {string} [options.side=rightbottom] side to place the panel (combination of right/left and bottom/top)\n * @param {number} [options.padding=7px]\n * @param {string} [options.color=white]\n * @param {string} [options.background=rgba(0,0,0,0.5)]\n * @param {*} {options.xxx} where xxx is a CSS style for the div\n */\n constructor(options)\n {\n options = options || {}\n options.side = options.side || 'rightbottom'\n options.side.toLowerCase()\n options.padding = options.padding || '7px'\n options.color = options.color || 'white'\n options.background = options.background || 'rgba(0,0,0,0.5)'\n this.div = document.createElement('div')\n Counter.findParent(options.side).appendChild(this.div)\n for (let style in options)\n {\n if (style !== 'parent' && style !== 'side')\n {\n this.div.style[style] = options[style]\n }\n }\n }\n\n /**\n * find the parent div for one of the corners\n * @param {string} [options.side] side to place the panel (combination of right/left and bottom/top)\n * @return {HTMLElement}\n */\n static findParent(side)\n {\n const styles = []\n let name = 'yy-counter-'\n if (side.indexOf('left') !== -1)\n {\n name += 'left-'\n styles['left'] = 0\n }\n else\n {\n name += 'right-'\n styles['right'] = 0\n }\n if (side.indexOf('top') !== -1)\n {\n name += 'top'\n styles['top'] = 0\n }\n else\n {\n name += 'bottom'\n styles['bottom'] = 0\n }\n const test = document.getElementById(name)\n if (test)\n {\n return test\n }\n const container = document.createElement('div')\n container.id = name\n container.style.overflow = 'hidden'\n container.style.position = 'fixed'\n container.style.zIndex = 10000\n container.style.pointerEvents = 'none'\n container.style.userSelect = 'none'\n for (let style in styles)\n {\n container.style[style] = styles[style]\n }\n document.body.appendChild(container)\n return container\n }\n\n /**\n * replaces the innerHTML of the console\n * @param {string|number} text1\n * @param {string|number} [text2]\n * @param {string|number} [...textn] any number of arguments\n */\n log()\n {\n let s = ''\n for (let arg of arguments)\n {\n s += '
' + arg + '
'\n }\n this.div.innerHTML = s\n }\n\n /**\n * appends to the innerHTML of the console\n * @param {string|number} text1\n * @param {string|number} [text2]\n * @param {string|number} [...textn] any number of arguments\n */\n append()\n {\n let s = this.div.innerHTML\n for (let arg of arguments)\n {\n s += '
' + arg + '
'\n }\n this.div.innerHTML = s\n }\n}","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar Color = require('tinycolor2');\nvar Counter = require('yy-counter');\n\nvar STYLES = {\n 'background': 'rgba(0, 0, 0, 0.5)',\n 'color': 'white'\n};\n\nvar STYLES_FPS = {\n 'padding': '0.1em 0.5em'\n};\n\nvar STYLES_METER = {};\n\nmodule.exports = function () {\n /**\r\n * @param {object} [options]\r\n * @param {boolean} [options.meter=true] include a meter with the FPS\r\n * @param {string} [options.side=bottom-right] include any combination of left/right and top/bottom\r\n * @param {number} [options.FPS=60] desired FPS\r\n * @param {number} [options.tolerance=1] minimum tolerance for fluctuations in FPS number\r\n * @param {number} [options.meterWidth=100] width of meter div\r\n * @param {number} [options.meterHeight=25] height of meter div\r\n * @param {number} [options.meterLineHeight=4] height of meter line\r\n * @param {styles[]} [options.styles] CSS styles to apply to the div (in javascript format)\r\n * @param {styles[]} [options.stylesFPS] CSS styles to apply to the FPS text (in javascript format)\r\n * @param {styles[]} [options.stylesMeter] CSS styles to apply to the FPS meter (in javascript format)\r\n * @param {string} [options.text=\" FPS\"] change the text to the right of the FPS\r\n */\n function FPS(options) {\n _classCallCheck(this, FPS);\n\n this.options = options || {};\n this.tolerance = this.options.tolerance || 1;\n this.FPS = this.options.FPS || 60;\n this.meterWidth = this.options.meterWidth || 100;\n this.meterHeight = this.options.meterHeight || 25;\n this.meterLineHeight = this.options.meterLineHeight || 4;\n this.div = document.createElement('div');\n Counter.findParent(this.options.side || 'bottom-right').appendChild(this.div);\n this.style(this.div, STYLES, this.options.styles);\n this.divFPS();\n this.meter = typeof this.options.meter === 'undefined' || this.options.meter;\n this.lastTime = 0;\n this.frameNumber = 0;\n this.lastUpdate = 0;\n this.lastFPS = '--';\n }\n\n /**\r\n * change desired FPS\r\n * @type {number}\r\n */\n\n\n _createClass(FPS, [{\n key: 'remove',\n\n\n /**\r\n * remove meter from DOM\r\n */\n value: function remove() {\n this.div.remove();\n }\n\n /**\r\n * @type {boolean} meter (the FPS graph) is on or off\r\n */\n\n }, {\n key: 'style',\n value: function style(div, style1, style2) {\n for (var style in style1) {\n div.style[style] = style1[style];\n }\n if (style2) {\n for (var _style in style2) {\n div.style[_style] = style2[_style];\n }\n }\n }\n\n /**\r\n * create div for text FPS\r\n * @private\r\n * @param {HTMLElement} div\r\n * @param {object} options (see contructor)\r\n */\n\n }, {\n key: 'divFPS',\n value: function divFPS() {\n var div = this.div;\n var options = this.options;\n var divFPS = document.createElement('div');\n div.appendChild(divFPS);\n this.fpsSpan = document.createElement('span');\n divFPS.appendChild(this.fpsSpan);\n var span = document.createElement('span');\n divFPS.appendChild(span);\n span.innerText = typeof options.text !== 'undefined' ? options.text : ' FPS';\n this.style(div, STYLES_FPS, options.stylesFPS);\n }\n\n /**\r\n * create div for FPS meter\r\n * @private\r\n * @param {HTMLElement} div\r\n * @param {object} options (see contructor)\r\n */\n\n }, {\n key: 'divMeter',\n value: function divMeter() {\n var div = this.div;\n var options = this.options;\n if (!this.meterCanvas) {\n this.meterCanvas = document.createElement('canvas');\n div.appendChild(this.meterCanvas);\n this.meterCanvas.width = this.meterWidth;\n this.meterCanvas.height = this.meterHeight;\n this.meterCanvas.style.width = div.width + 'px';\n this.meterCanvas.style.height = div.height + 'px';\n this.style(this.meterCanvas, STYLES_METER, options.stylesMeter);\n } else {\n this.meterCanvas.style.display = 'block';\n }\n }\n\n /**\r\n * call this at the start of the frame to calculate FPS\r\n */\n\n }, {\n key: 'frame',\n value: function frame() {\n this.frameNumber++;\n var currentTime = performance.now() - this.lastTime;\n\n // skip large differences to remove garbage\n if (currentTime > 500) {\n if (this.lastTime !== 0) {\n this.lastFPS = Math.floor(this.frameNumber / (currentTime / 1000));\n if (this.lastFPS >= this.FPS - this.tolerance && this.lastFPS <= this.FPS + this.tolerance) {\n this.lastFPS = this.FPS;\n }\n }\n this.lastTime = performance.now();\n this.frameNumber = 0;\n }\n this.fpsSpan.innerText = this.lastFPS;\n if (this.meterCanvas && this.lastFPS !== '--') {\n this.meterUpdate(this.lastFPS / this.FPS);\n }\n }\n }, {\n key: 'meterUpdate',\n value: function meterUpdate(percent) {\n var c = this.meterCanvas.getContext('2d');\n var data = c.getImageData(0, 0, this.meterCanvas.width, this.meterCanvas.height);\n c.putImageData(data, -1, 0);\n c.clearRect(this.meterCanvas.width - 1, 0, 1, this.meterCanvas.height);\n if (percent < 0.5) {\n c.fillStyle = Color.mix('#ff0000', '0xffa500', percent * 200).toHexString();\n } else {\n c.fillStyle = Color.mix('#ffa500', '#00ff00', (percent - 0.5) * 200).toHexString();\n }\n var height = (this.meterCanvas.height - this.meterLineHeight) * (1 - percent);\n c.fillRect(this.meterCanvas.width - 1, height, 1, this.meterLineHeight);\n }\n }, {\n key: 'side',\n value: function side(options) {\n if (options.side) {\n options.side = options.side.toLowerCase();\n if (options.side.indexOf('left') !== -1) {\n STYLES['left'] = 0;\n delete STYLES['right'];\n } else {\n STYLES['right'] = 0;\n delete STYLES['left'];\n }\n if (options.side.indexOf('top') !== -1) {\n STYLES['top'] = 0;\n delete STYLES['bottom'];\n } else {\n STYLES['bottom'] = 0;\n delete STYLES['top'];\n }\n } else {\n STYLES['right'] = 0;\n STYLES['bottom'] = 0;\n }\n }\n }, {\n key: 'fps',\n get: function get() {\n return this.FPS;\n },\n set: function set(value) {\n this.FPS = value;\n }\n }, {\n key: 'meter',\n get: function get() {\n return this._meter;\n },\n set: function set(value) {\n if (value) {\n this.divMeter();\n } else if (this.meterCanvas) {\n this.meterCanvas.style.display = 'none';\n }\n }\n }]);\n\n return FPS;\n}();\n\n//# 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Color = require('tinycolor2')\r\nconst Counter = require('yy-counter')\r\n\r\nconst STYLES = {\r\n    'background': 'rgba(0, 0, 0, 0.5)',\r\n    'color': 'white',\r\n}\r\n\r\nconst STYLES_FPS = {\r\n    'padding': '0.1em 0.5em'\r\n}\r\n\r\nconst STYLES_METER = {\r\n}\r\n\r\nmodule.exports = class FPS\r\n{\r\n    /**\r\n     * @param {object} [options]\r\n     * @param {boolean} [options.meter=true] include a meter with the FPS\r\n     * @param {string} [options.side=bottom-right] include any combination of left/right and top/bottom\r\n     * @param {number} [options.FPS=60] desired FPS\r\n     * @param {number} [options.tolerance=1] minimum tolerance for fluctuations in FPS number\r\n     * @param {number} [options.meterWidth=100] width of meter div\r\n     * @param {number} [options.meterHeight=25] height of meter div\r\n     * @param {number} [options.meterLineHeight=4] height of meter line\r\n     * @param {styles[]} [options.styles] CSS styles to apply to the div (in javascript format)\r\n     * @param {styles[]} [options.stylesFPS] CSS styles to apply to the FPS text (in javascript format)\r\n     * @param {styles[]} [options.stylesMeter] CSS styles to apply to the FPS meter (in javascript format)\r\n     * @param {string} [options.text=\" FPS\"] change the text to the right of the FPS\r\n     */\r\n    constructor(options)\r\n    {\r\n        this.options = options || {}\r\n        this.tolerance = this.options.tolerance || 1\r\n        this.FPS = this.options.FPS || 60\r\n        this.meterWidth = this.options.meterWidth || 100\r\n        this.meterHeight = this.options.meterHeight || 25\r\n        this.meterLineHeight = this.options.meterLineHeight || 4\r\n        this.div = document.createElement('div')\r\n        Counter.findParent(this.options.side || 'bottom-right').appendChild(this.div)\r\n        this.style(this.div, STYLES, this.options.styles)\r\n        this.divFPS()\r\n        this.meter = typeof this.options.meter === 'undefined' || this.options.meter\r\n        this.lastTime = 0\r\n        this.frameNumber = 0\r\n        this.lastUpdate = 0\r\n        this.lastFPS = '--'\r\n    }\r\n\r\n    /**\r\n     * change desired FPS\r\n     * @type {number}\r\n     */\r\n    get fps()\r\n    {\r\n        return this.FPS\r\n    }\r\n    set fps(value)\r\n    {\r\n        this.FPS = value\r\n    }\r\n\r\n    /**\r\n     * remove meter from DOM\r\n     */\r\n    remove()\r\n    {\r\n        this.div.remove()\r\n    }\r\n\r\n    /**\r\n     * @type {boolean} meter (the FPS graph) is on or off\r\n     */\r\n    get meter()\r\n    {\r\n        return this._meter\r\n    }\r\n    set meter(value)\r\n    {\r\n        if (value)\r\n        {\r\n            this.divMeter()\r\n        }\r\n        else if (this.meterCanvas)\r\n        {\r\n            this.meterCanvas.style.display = 'none'\r\n        }\r\n    }\r\n\r\n    style(div, style1, style2)\r\n    {\r\n        for (let style in style1)\r\n        {\r\n            div.style[style] = style1[style]\r\n        }\r\n        if (style2)\r\n        {\r\n            for (let style in style2)\r\n            {\r\n                div.style[style] = style2[style]\r\n            }\r\n        }\r\n    }\r\n\r\n    /**\r\n     * create div for text FPS\r\n     * @private\r\n     * @param {HTMLElement} div\r\n     * @param {object} options (see contructor)\r\n     */\r\n    divFPS()\r\n    {\r\n        const div = this.div\r\n        const options = this.options\r\n        const divFPS = document.createElement('div')\r\n        div.appendChild(divFPS)\r\n        this.fpsSpan = document.createElement('span')\r\n        divFPS.appendChild(this.fpsSpan)\r\n        const span = document.createElement('span')\r\n        divFPS.appendChild(span)\r\n        span.innerText = typeof options.text !== 'undefined' ? options.text : ' FPS'\r\n        this.style(div, STYLES_FPS, options.stylesFPS)\r\n    }\r\n\r\n    /**\r\n     * create div for FPS meter\r\n     * @private\r\n     * @param {HTMLElement} div\r\n     * @param {object} options (see contructor)\r\n     */\r\n    divMeter()\r\n    {\r\n        const div = this.div\r\n        const options = this.options\r\n        if (!this.meterCanvas)\r\n        {\r\n            this.meterCanvas = document.createElement('canvas')\r\n            div.appendChild(this.meterCanvas)\r\n            this.meterCanvas.width = this.meterWidth\r\n            this.meterCanvas.height = this.meterHeight\r\n            this.meterCanvas.style.width = div.width + 'px'\r\n            this.meterCanvas.style.height = div.height + 'px'\r\n            this.style(this.meterCanvas, STYLES_METER, options.stylesMeter)\r\n        }\r\n        else\r\n        {\r\n            this.meterCanvas.style.display = 'block'\r\n        }\r\n    }\r\n\r\n    /**\r\n     * call this at the start of the frame to calculate FPS\r\n     */\r\n    frame()\r\n    {\r\n        this.frameNumber++\r\n        const currentTime = performance.now() - this.lastTime\r\n\r\n        // skip large differences to remove garbage\r\n        if (currentTime > 500)\r\n        {\r\n            if (this.lastTime !== 0)\r\n            {\r\n                this.lastFPS = Math.floor(this.frameNumber / (currentTime / 1000))\r\n                if (this.lastFPS >= this.FPS - this.tolerance && this.lastFPS <= this.FPS + this.tolerance)\r\n                {\r\n                    this.lastFPS = this.FPS\r\n                }\r\n            }\r\n            this.lastTime = performance.now()\r\n            this.frameNumber = 0\r\n        }\r\n        this.fpsSpan.innerText = this.lastFPS\r\n        if (this.meterCanvas && this.lastFPS !== '--')\r\n        {\r\n            this.meterUpdate(this.lastFPS / this.FPS)\r\n        }\r\n    }\r\n\r\n    meterUpdate(percent)\r\n    {\r\n        const c = this.meterCanvas.getContext('2d')\r\n        const data = c.getImageData(0, 0, this.meterCanvas.width, this.meterCanvas.height)\r\n        c.putImageData(data, -1, 0)\r\n        c.clearRect(this.meterCanvas.width - 1, 0, 1, this.meterCanvas.height)\r\n        if (percent < 0.5)\r\n        {\r\n            c.fillStyle = Color.mix('#ff0000', '0xffa500', percent * 200).toHexString()\r\n        }\r\n        else\r\n        {\r\n            c.fillStyle = Color.mix('#ffa500', '#00ff00', (percent - 0.5) * 200).toHexString()\r\n        }\r\n        const height = (this.meterCanvas.height - this.meterLineHeight) * (1 - percent)\r\n        c.fillRect(this.meterCanvas.width - 1, height, 1, this.meterLineHeight)\r\n    }\r\n\r\n    side(options)\r\n    {\r\n        if (options.side)\r\n        {\r\n            options.side = options.side.toLowerCase()\r\n            if (options.side.indexOf('left') !== -1)\r\n            {\r\n                STYLES['left'] = 0\r\n                delete STYLES['right']\r\n            }\r\n            else\r\n            {\r\n                STYLES['right'] = 0\r\n                delete STYLES['left']\r\n            }\r\n            if (options.side.indexOf('top') !== -1)\r\n            {\r\n                STYLES['top'] = 0\r\n                delete STYLES['bottom']\r\n            }\r\n            else\r\n            {\r\n                STYLES['bottom'] = 0\r\n                delete STYLES['top']\r\n            }\r\n        }\r\n        else\r\n        {\r\n            STYLES['right'] = 0\r\n            STYLES['bottom'] = 0\r\n        }\r\n    }\r\n}"]}","'use strict';\n\n// Programatically add fork me on github ribbon from javascript without making changes to CSS, HTML, or adding image files\n// by David Figatner\n// copyright 2018 YOPEY YOPEY LLC\n// MIT license\n// based on https://github.com/simonwhitaker/github-fork-ribbon-css (MIT license)\n\nvar RIBBON = {\n width: '12.1em',\n height: '12.1em',\n overflow: 'hidden',\n top: 0,\n right: 0,\n zIndex: 9999,\n pointerEvents: 'none',\n fontSize: '13px',\n textDecoration: 'none',\n textIndent: '-999999px'\n};\n\nvar BEFORE_AFTER = [['position', 'absolute'], ['display', 'block'], ['width', '15.38em'], ['height', '1.54em'], ['top', '3.23em'], ['right', '-3.23em'], ['-webkit-box-sizing', 'content-box'], ['-moz-box-sizing', 'content-box'], ['box-sizing', 'content-box'], ['-webkit-transform', 'rotate(45deg)'], ['-moz-transform', 'rotate(45deg)'], ['-ms-Transform', 'rotate(45deg)'], ['-o-transform', 'rotate(45deg)'], ['transform', 'rotate(45deg)']];\n\nvar BEFORE = [['content', '\"\"'], ['padding', '.38em 0'], ['background-color', '#a00'], ['background-image', '-webkit-gradient(linear, left top, left bottom, from(rgba(0, 0, 0, 0)), to(rgba(0, 0, 0, 0.15)))'], ['background-image', '-webkit-linear-gradient(top, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'], ['background-image', '-moz-linear-gradient(top, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'], ['background-image', '-ms-linear-gradient(top, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'], ['background-image', '-o-linear-gradient(top, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'], ['background-image', 'linear-gradient(to bottom, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'], ['box-shadow', '0 .15em .23em 0 rgba(0, 0, 0, 0.5)'], ['pointer-events', 'auto']];\n\nvar AFTER = [['content', 'attr(data-ribbon)'], ['color', '#fff'], ['font', '700 1em \"Helvetica Neue\", Helvetica, Arial, sans-serif'], ['line-height', '1.54em'], ['text-decoration', 'none'], ['text-shadow', '0 -.08em rgba(0, 0, 0, 0.5)'], ['text-align', 'center'], ['text-indent', '0'], ['padding', '.15em 0'], ['margin', '.15em 0'], ['border-width', '.08em 0'], ['border-style', 'dotted'], ['border-color', '#fff'], ['border-color', 'rgba(255, 255, 255, 0.7)']];\n\n/**\n * Programmatically add \"Fork me Github\" Ribbon using inline CSS\n * Based on CSS from https,//github.com/simonwhitaker/github-fork-ribbon-css\n * @param {string} [url] - do not need to include if URL is called from https://username.github.io/project/html\n * @param {object} [options]\n * @param {HTMLElement} [options.parent=document.body]\n * @param {boolean} [options.fixed]\n * @param {string} [options.corner=topright] some combination of top/bottom, and left/right\n * @param {string} [options.text=fork me on github] text to show\n * @param {string} [options.background=#a00] color for ribbon\n */\nmodule.exports = function forkMe(url, options) {\n options = options || {};\n var a = document.createElement('a');\n if (url) {\n a.href = url;\n } else {\n var username = window.location.hostname.split('.')[0];\n var project = window.location.pathname.split('/')[1];\n a.href = 'https://github.com/' + username + '/' + project;\n }\n\n a.title = a.innerText = options.text || 'fork me on github';\n a.setAttribute('data-ribbon', options.text || 'fork me on github');\n a.className = 'github-fork-ribbon-' + Math.round(Math.random() * 100000);\n if (options.parent) {\n options.parent.appendChild(a);\n } else {\n document.body.appendChild(a);\n }\n a.style.position = options.fixed ? 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/ Programatically add fork me on github ribbon from javascript without making changes to CSS, HTML, or adding image files\n// by David Figatner\n// copyright 2018 YOPEY YOPEY LLC\n// MIT license\n// based on https://github.com/simonwhitaker/github-fork-ribbon-css (MIT license)\n\nconst RIBBON = {\n    width: '12.1em',\n    height: '12.1em',\n    overflow: 'hidden',\n    top: 0,\n    right: 0,\n    zIndex: 9999,\n    pointerEvents: 'none',\n    fontSize: '13px',\n    textDecoration: 'none',\n    textIndent: '-999999px'\n}\n\nconst BEFORE_AFTER = [\n    ['position', 'absolute'],\n    ['display', 'block'],\n    ['width', '15.38em'],\n    ['height', '1.54em'],\n    ['top', '3.23em'],\n    ['right', '-3.23em'],\n    ['-webkit-box-sizing', 'content-box'],\n    ['-moz-box-sizing', 'content-box'],\n    ['box-sizing', 'content-box'],\n    ['-webkit-transform', 'rotate(45deg)'],\n    ['-moz-transform', 'rotate(45deg)'],\n    ['-ms-Transform', 'rotate(45deg)'],\n    ['-o-transform', 'rotate(45deg)'],\n    ['transform', 'rotate(45deg)']\n]\n\nconst BEFORE = [\n    ['content', '\"\"'],\n    ['padding', '.38em 0'],\n    ['background-color', '#a00'],\n    ['background-image', '-webkit-gradient(linear, left top, left bottom, from(rgba(0, 0, 0, 0)), to(rgba(0, 0, 0, 0.15)))'],\n    ['background-image', '-webkit-linear-gradient(top, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'],\n    ['background-image', '-moz-linear-gradient(top, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'],\n    ['background-image', '-ms-linear-gradient(top, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'],\n    ['background-image', '-o-linear-gradient(top, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'],\n    ['background-image', 'linear-gradient(to bottom, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.15))'],\n    ['box-shadow', '0 .15em .23em 0 rgba(0, 0, 0, 0.5)'],\n    ['pointer-events', 'auto']\n]\n\nconst AFTER = [\n    ['content', 'attr(data-ribbon)'],\n    ['color', '#fff'],\n    ['font', '700 1em \"Helvetica Neue\", Helvetica, Arial, sans-serif'],\n    ['line-height', '1.54em'],\n    ['text-decoration', 'none'],\n    ['text-shadow', '0 -.08em rgba(0, 0, 0, 0.5)'],\n    ['text-align', 'center'],\n    ['text-indent', '0'],\n    ['padding', '.15em 0'],\n    ['margin', '.15em 0'],\n    ['border-width', '.08em 0'],\n    ['border-style', 'dotted'],\n    ['border-color', '#fff'],\n    ['border-color', 'rgba(255, 255, 255, 0.7)']\n]\n\n/**\n * Programmatically add \"Fork me Github\" Ribbon using inline CSS\n * Based on CSS from https,//github.com/simonwhitaker/github-fork-ribbon-css\n * @param {string} [url] - do not need to include if URL is called from https://username.github.io/project/html\n * @param {object} [options]\n * @param {HTMLElement} [options.parent=document.body]\n * @param {boolean} [options.fixed]\n * @param {string} [options.corner=topright] some combination of top/bottom, and left/right\n * @param {string} [options.text=fork me on github] text to show\n * @param {string} [options.background=#a00] color for ribbon\n */\nmodule.exports = function forkMe(url, options)\n{\n    options = options || {}\n    const a = document.createElement('a')\n    if (url)\n    {\n        a.href = url\n    }\n    else\n    {\n        const username = window.location.hostname.split('.')[0]\n        const project = window.location.pathname.split('/')[1]\n        a.href = 'https://github.com/' + username + '/' + project\n    }\n\n    a.title = a.innerText = options.text || 'fork me on github'\n    a.setAttribute('data-ribbon', options.text || 'fork me on github')\n    a.className = 'github-fork-ribbon-' + Math.round(Math.random() * 100000)\n    if (options.parent)\n    {\n        options.parent.appendChild(a)\n    }\n    else\n    {\n        document.body.appendChild(a)\n    }\n    a.style.position = options.fixed ? 'fixed' : 'absolute'\n    if (options.background)\n    {\n        BEFORE[2][1] = options.background\n    }\n    if (options.color)\n    {\n        AFTER[1][1] = options.color\n    }\n    for (let style in RIBBON)\n    {\n        a.style[style] = RIBBON[style]\n    }\n    let beforeAfter = '{'\n    for (let style of BEFORE_AFTER)\n    {\n        beforeAfter += style[0] + ':' + style[1] + ';'\n    }\n    let before = beforeAfter\n    for (let style of BEFORE)\n    {\n        before += style[0] + ':' + style[1] + ';'\n    }\n    let after = beforeAfter\n    for (let style of AFTER)\n    {\n        after += style[0] + ':' + style[1] + ';'\n    }\n    let bottom, left\n    if (options.side)\n    {\n        bottom = options.side.toLowerCase().indexOf('bottom') !== -1\n        left = options.side.toLowerCase().indexOf('left') !== -1\n    }\n    if (bottom)\n    {\n        a.style.top = 'auto'\n        a.style.bottom = 0\n        before += 'top:auto;bottom:3.23em;'\n        after += 'top:auto;bottom:3.23em;'\n    }\n    if (left)\n    {\n        a.style.right = 'auto'\n        a.style.left = 0\n        before += 'right:auto;left:-3.23em;'\n        after += 'right:auto;left:-3.23em;'\n    }\n    if ((left && !bottom) || (!left && bottom))\n    {\n        before += 'transform:rotate(-45deg);'\n        after += 'transform:rotate(-45deg);'\n    }\n    const style = document.createElement('style')\n    document.head.appendChild(style)\n    const sheet = style.sheet\n    sheet.insertRule('.' + a.className + '::before' + before + '}')\n    sheet.insertRule('.' + a.className + '::after' + after + '}')\n}"]}","export function html(options)\r\n{\r\n options = options || {}\r\n const object = document.createElement(options.type || 'div')\r\n if (options.parent)\r\n {\r\n options.parent.appendChild(object)\r\n }\r\n if (options.styles)\r\n {\r\n for (let style in options.styles)\r\n {\r\n object.style[style] = options.styles[style]\r\n }\r\n }\r\n if (options.html)\r\n {\r\n object.innerHTML = options.html\r\n }\r\n return object\r\n}","/*\nSyntax highlighting with language autodetection.\nhttps://highlightjs.org/\n*/\n\n(function(factory) {\n\n // Find the global object for export to both the browser and web workers.\n var globalObject = typeof window === 'object' && window ||\n typeof self === 'object' && self;\n\n // Setup highlight.js for different environments. 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';\n\n // Global options used when within external APIs. This is modified when\n // calling the `hljs.configure` function.\n var options = {\n classPrefix: 'hljs-',\n tabReplace: null,\n useBR: false,\n languages: undefined\n };\n\n\n /* Utility functions */\n\n function escape(value) {\n return value.replace(/&/g, '&').replace(//g, '>');\n }\n\n function tag(node) {\n return node.nodeName.toLowerCase();\n }\n\n function testRe(re, lexeme) {\n var match = re && re.exec(lexeme);\n return match && match.index === 0;\n }\n\n function isNotHighlighted(language) {\n return noHighlightRe.test(language);\n }\n\n function blockLanguage(block) {\n var i, match, length, _class;\n var classes = block.className + ' ';\n\n classes += block.parentNode ? block.parentNode.className : '';\n\n // language-* takes precedence over non-prefixed class names.\n match = languagePrefixRe.exec(classes);\n if (match) {\n return getLanguage(match[1]) ? match[1] : 'no-highlight';\n }\n\n classes = classes.split(/\\s+/);\n\n for (i = 0, length = classes.length; i < length; i++) {\n _class = classes[i];\n\n if (isNotHighlighted(_class) || getLanguage(_class)) {\n return _class;\n }\n }\n }\n\n function inherit(parent) { // inherit(parent, override_obj, override_obj, ...)\n var key;\n var result = {};\n var objects = Array.prototype.slice.call(arguments, 1);\n\n for (key in parent)\n result[key] = parent[key];\n objects.forEach(function(obj) {\n for (key in obj)\n result[key] = obj[key];\n });\n return result;\n }\n\n /* Stream merging */\n\n function nodeStream(node) {\n var result = [];\n (function _nodeStream(node, offset) {\n for (var child = node.firstChild; child; child = child.nextSibling) {\n if (child.nodeType === 3)\n offset += child.nodeValue.length;\n else if (child.nodeType === 1) {\n result.push({\n event: 'start',\n offset: offset,\n node: child\n });\n offset = _nodeStream(child, offset);\n // Prevent void elements from having an end tag that would actually\n // double them in the output. There are more void elements in HTML\n // but we list only those realistically expected in code display.\n if (!tag(child).match(/br|hr|img|input/)) {\n result.push({\n event: 'stop',\n offset: offset,\n node: child\n });\n }\n }\n }\n return offset;\n })(node, 0);\n return result;\n }\n\n function mergeStreams(original, highlighted, value) {\n var processed = 0;\n var result = '';\n var nodeStack = [];\n\n function selectStream() {\n if (!original.length || !highlighted.length) {\n return original.length ? original : highlighted;\n }\n if (original[0].offset !== highlighted[0].offset) {\n return (original[0].offset < highlighted[0].offset) ? original : highlighted;\n }\n\n /*\n To avoid starting the stream just before it should stop the order is\n ensured that original always starts first and closes last:\n\n if (event1 == 'start' && event2 == 'start')\n return original;\n if (event1 == 'start' && event2 == 'stop')\n return highlighted;\n if (event1 == 'stop' && event2 == 'start')\n return original;\n if (event1 == 'stop' && event2 == 'stop')\n return highlighted;\n\n ... which is collapsed to:\n */\n return highlighted[0].event === 'start' ? original : highlighted;\n }\n\n function open(node) {\n function attr_str(a) {return ' ' + a.nodeName + '=\"' + escape(a.value).replace('\"', '"') + '\"';}\n result += '<' + tag(node) + ArrayProto.map.call(node.attributes, attr_str).join('') + '>';\n }\n\n function close(node) {\n result += '';\n }\n\n function render(event) {\n (event.event === 'start' ? open : close)(event.node);\n }\n\n while (original.length || highlighted.length) {\n var stream = selectStream();\n result += escape(value.substring(processed, stream[0].offset));\n processed = stream[0].offset;\n if (stream === original) {\n /*\n On any opening or closing tag of the original markup we first close\n the entire highlighted node stack, then render the original tag along\n with all the following original tags at the same offset and then\n reopen all the tags on the highlighted stack.\n */\n nodeStack.reverse().forEach(close);\n do {\n render(stream.splice(0, 1)[0]);\n stream = selectStream();\n } while (stream === original && stream.length && stream[0].offset === processed);\n nodeStack.reverse().forEach(open);\n } else {\n if (stream[0].event === 'start') {\n nodeStack.push(stream[0].node);\n } else {\n nodeStack.pop();\n }\n render(stream.splice(0, 1)[0]);\n }\n }\n return result + escape(value.substr(processed));\n }\n\n /* Initialization */\n\n function expand_mode(mode) {\n if (mode.variants && !mode.cached_variants) {\n mode.cached_variants = mode.variants.map(function(variant) {\n return inherit(mode, {variants: null}, variant);\n });\n }\n return mode.cached_variants || (mode.endsWithParent && [inherit(mode)]) || [mode];\n }\n\n function restoreLanguageApi(obj) {\n if(API_REPLACES && !obj.langApiRestored) {\n obj.langApiRestored = true;\n for(var key in API_REPLACES)\n obj[key] && (obj[API_REPLACES[key]] = obj[key]);\n (obj.contains || []).concat(obj.variants || []).forEach(restoreLanguageApi);\n }\n }\n\n function compileLanguage(language) {\n\n function reStr(re) {\n return (re && re.source) || re;\n }\n\n function langRe(value, global) {\n return new RegExp(\n reStr(value),\n 'm' + (language.case_insensitive ? 'i' : '') + (global ? 'g' : '')\n );\n }\n\n // joinRe logically computes regexps.join(separator), but fixes the\n // backreferences so they continue to match.\n function joinRe(regexps, separator) {\n // backreferenceRe matches an open parenthesis or backreference. To avoid\n // an incorrect parse, it additionally matches the following:\n // - [...] elements, where the meaning of parentheses and escapes change\n // - other escape sequences, so we do not misparse escape sequences as\n // interesting elements\n // - non-matching or lookahead parentheses, which do not capture. These\n // follow the '(' with a '?'.\n var backreferenceRe = /\\[(?:[^\\\\\\]]|\\\\.)*\\]|\\(\\??|\\\\([1-9][0-9]*)|\\\\./;\n var numCaptures = 0;\n var ret = '';\n for (var i = 0; i < regexps.length; i++) {\n var offset = numCaptures;\n var re = reStr(regexps[i]);\n if (i > 0) {\n ret += separator;\n }\n while (re.length > 0) {\n var match = backreferenceRe.exec(re);\n if (match == null) {\n ret += re;\n break;\n }\n ret += re.substring(0, match.index);\n re = re.substring(match.index + match[0].length);\n if (match[0][0] == '\\\\' && match[1]) {\n // Adjust the backreference.\n ret += '\\\\' + String(Number(match[1]) + offset);\n } else {\n ret += match[0];\n if (match[0] == '(') {\n numCaptures++;\n }\n }\n }\n }\n return ret;\n }\n\n function compileMode(mode, parent) {\n if (mode.compiled)\n return;\n mode.compiled = true;\n\n mode.keywords = mode.keywords || mode.beginKeywords;\n if (mode.keywords) {\n var compiled_keywords = {};\n\n var flatten = function(className, str) {\n if (language.case_insensitive) {\n str = str.toLowerCase();\n }\n str.split(' ').forEach(function(kw) {\n var pair = kw.split('|');\n compiled_keywords[pair[0]] = [className, pair[1] ? Number(pair[1]) : 1];\n });\n };\n\n if (typeof mode.keywords === 'string') { // string\n flatten('keyword', mode.keywords);\n } else {\n objectKeys(mode.keywords).forEach(function (className) {\n flatten(className, mode.keywords[className]);\n });\n }\n mode.keywords = compiled_keywords;\n }\n mode.lexemesRe = langRe(mode.lexemes || /\\w+/, true);\n\n if (parent) {\n if (mode.beginKeywords) {\n mode.begin = '\\\\b(' + mode.beginKeywords.split(' ').join('|') + ')\\\\b';\n }\n if (!mode.begin)\n mode.begin = /\\B|\\b/;\n mode.beginRe = langRe(mode.begin);\n if (mode.endSameAsBegin)\n mode.end = mode.begin;\n if (!mode.end && !mode.endsWithParent)\n mode.end = /\\B|\\b/;\n if (mode.end)\n mode.endRe = langRe(mode.end);\n mode.terminator_end = reStr(mode.end) || '';\n if (mode.endsWithParent && parent.terminator_end)\n mode.terminator_end += (mode.end ? '|' : '') + parent.terminator_end;\n }\n if (mode.illegal)\n mode.illegalRe = langRe(mode.illegal);\n if (mode.relevance == null)\n mode.relevance = 1;\n if (!mode.contains) {\n mode.contains = [];\n }\n mode.contains = Array.prototype.concat.apply([], mode.contains.map(function(c) {\n return expand_mode(c === 'self' ? mode : c);\n }));\n mode.contains.forEach(function(c) {compileMode(c, mode);});\n\n if (mode.starts) {\n compileMode(mode.starts, parent);\n }\n\n var terminators =\n mode.contains.map(function(c) {\n return c.beginKeywords ? '\\\\.?(?:' + c.begin + ')\\\\.?' : c.begin;\n })\n .concat([mode.terminator_end, mode.illegal])\n .map(reStr)\n .filter(Boolean);\n mode.terminators = terminators.length ? langRe(joinRe(terminators, '|'), true) : {exec: function(/*s*/) {return null;}};\n }\n \n compileMode(language);\n }\n\n /*\n Core highlighting function. Accepts a language name, or an alias, and a\n string with the code to highlight. Returns an object with the following\n properties:\n\n - relevance (int)\n - value (an HTML string with highlighting markup)\n\n */\n function highlight(name, value, ignore_illegals, continuation) {\n\n function escapeRe(value) {\n return new RegExp(value.replace(/[-\\/\\\\^$*+?.()|[\\]{}]/g, '\\\\$&'), 'm');\n }\n\n function subMode(lexeme, mode) {\n var i, length;\n\n for (i = 0, length = mode.contains.length; i < length; i++) {\n if (testRe(mode.contains[i].beginRe, lexeme)) {\n if (mode.contains[i].endSameAsBegin) {\n mode.contains[i].endRe = escapeRe( mode.contains[i].beginRe.exec(lexeme)[0] );\n }\n return mode.contains[i];\n }\n }\n }\n\n function endOfMode(mode, lexeme) {\n if (testRe(mode.endRe, lexeme)) {\n while (mode.endsParent && mode.parent) {\n mode = mode.parent;\n }\n return mode;\n }\n if (mode.endsWithParent) {\n return endOfMode(mode.parent, lexeme);\n }\n }\n\n function isIllegal(lexeme, mode) {\n return !ignore_illegals && testRe(mode.illegalRe, lexeme);\n }\n\n function keywordMatch(mode, match) {\n var match_str = language.case_insensitive ? match[0].toLowerCase() : match[0];\n return mode.keywords.hasOwnProperty(match_str) && mode.keywords[match_str];\n }\n\n function buildSpan(classname, insideSpan, leaveOpen, noPrefix) {\n var classPrefix = noPrefix ? '' : options.classPrefix,\n openSpan = '';\n\n if (!classname) return insideSpan;\n return openSpan + insideSpan + closeSpan;\n }\n\n function processKeywords() {\n var keyword_match, last_index, match, result;\n\n if (!top.keywords)\n return escape(mode_buffer);\n\n result = '';\n last_index = 0;\n top.lexemesRe.lastIndex = 0;\n match = top.lexemesRe.exec(mode_buffer);\n\n while (match) {\n result += escape(mode_buffer.substring(last_index, match.index));\n keyword_match = keywordMatch(top, match);\n if (keyword_match) {\n relevance += keyword_match[1];\n result += buildSpan(keyword_match[0], escape(match[0]));\n } else {\n result += escape(match[0]);\n }\n last_index = top.lexemesRe.lastIndex;\n match = top.lexemesRe.exec(mode_buffer);\n }\n return result + escape(mode_buffer.substr(last_index));\n }\n\n function processSubLanguage() {\n var explicit = typeof top.subLanguage === 'string';\n if (explicit && !languages[top.subLanguage]) {\n return escape(mode_buffer);\n }\n\n var result = explicit ?\n highlight(top.subLanguage, mode_buffer, true, continuations[top.subLanguage]) :\n highlightAuto(mode_buffer, top.subLanguage.length ? top.subLanguage : undefined);\n\n // Counting embedded language score towards the host language may be disabled\n // with zeroing the containing mode relevance. Usecase in point is Markdown that\n // allows XML everywhere and makes every XML snippet to have a much larger Markdown\n // score.\n if (top.relevance > 0) {\n relevance += result.relevance;\n }\n if (explicit) {\n continuations[top.subLanguage] = result.top;\n }\n return buildSpan(result.language, result.value, false, true);\n }\n\n function processBuffer() {\n result += (top.subLanguage != null ? processSubLanguage() : processKeywords());\n mode_buffer = '';\n }\n\n function startNewMode(mode) {\n result += mode.className? buildSpan(mode.className, '', true): '';\n top = Object.create(mode, {parent: {value: top}});\n }\n\n function processLexeme(buffer, lexeme) {\n\n mode_buffer += buffer;\n\n if (lexeme == null) {\n processBuffer();\n return 0;\n }\n\n var new_mode = subMode(lexeme, top);\n if (new_mode) {\n if (new_mode.skip) {\n mode_buffer += lexeme;\n } else {\n if (new_mode.excludeBegin) {\n mode_buffer += lexeme;\n }\n processBuffer();\n if (!new_mode.returnBegin && !new_mode.excludeBegin) {\n mode_buffer = lexeme;\n }\n }\n startNewMode(new_mode, lexeme);\n return new_mode.returnBegin ? 0 : lexeme.length;\n }\n\n var end_mode = endOfMode(top, lexeme);\n if (end_mode) {\n var origin = top;\n if (origin.skip) {\n mode_buffer += lexeme;\n } else {\n if (!(origin.returnEnd || origin.excludeEnd)) {\n mode_buffer += lexeme;\n }\n processBuffer();\n if (origin.excludeEnd) {\n mode_buffer = lexeme;\n }\n }\n do {\n if (top.className) {\n result += spanEndTag;\n }\n if (!top.skip && !top.subLanguage) {\n relevance += top.relevance;\n }\n top = top.parent;\n } while (top !== end_mode.parent);\n if (end_mode.starts) {\n if (end_mode.endSameAsBegin) {\n end_mode.starts.endRe = end_mode.endRe;\n }\n startNewMode(end_mode.starts, '');\n }\n return origin.returnEnd ? 0 : lexeme.length;\n }\n\n if (isIllegal(lexeme, top))\n throw new Error('Illegal lexeme \"' + lexeme + '\" for mode \"' + (top.className || '') + '\"');\n\n /*\n Parser should not reach this point as all types of lexemes should be caught\n earlier, but if it does due to some bug make sure it advances at least one\n character forward to prevent infinite looping.\n */\n mode_buffer += lexeme;\n return lexeme.length || 1;\n }\n\n var language = getLanguage(name);\n if (!language) {\n throw new Error('Unknown language: \"' + name + '\"');\n }\n\n compileLanguage(language);\n var top = continuation || language;\n var continuations = {}; // keep continuations for sub-languages\n var result = '', current;\n for(current = top; current !== language; current = current.parent) {\n if (current.className) {\n result = buildSpan(current.className, '', true) + result;\n }\n }\n var mode_buffer = '';\n var relevance = 0;\n try {\n var match, count, index = 0;\n while (true) {\n top.terminators.lastIndex = index;\n match = top.terminators.exec(value);\n if (!match)\n break;\n count = processLexeme(value.substring(index, match.index), match[0]);\n index = match.index + count;\n }\n processLexeme(value.substr(index));\n for(current = top; current.parent; current = current.parent) { // close dangling modes\n if (current.className) {\n result += spanEndTag;\n }\n }\n return {\n relevance: relevance,\n value: result,\n language: name,\n top: top\n };\n } catch (e) {\n if (e.message && e.message.indexOf('Illegal') !== -1) {\n return {\n relevance: 0,\n value: escape(value)\n };\n } else {\n throw e;\n }\n }\n }\n\n /*\n Highlighting with language detection. Accepts a string with the code to\n highlight. Returns an object with the following properties:\n\n - language (detected language)\n - relevance (int)\n - value (an HTML string with highlighting markup)\n - second_best (object with the same structure for second-best heuristically\n detected language, may be absent)\n\n */\n function highlightAuto(text, languageSubset) {\n languageSubset = languageSubset || options.languages || objectKeys(languages);\n var result = {\n relevance: 0,\n value: escape(text)\n };\n var second_best = result;\n languageSubset.filter(getLanguage).filter(autoDetection).forEach(function(name) {\n var current = highlight(name, text, false);\n current.language = name;\n if (current.relevance > second_best.relevance) {\n second_best = current;\n }\n if (current.relevance > result.relevance) {\n second_best = result;\n result = current;\n }\n });\n if (second_best.language) {\n result.second_best = second_best;\n }\n return result;\n }\n\n /*\n Post-processing of the highlighted markup:\n\n - replace TABs with something more useful\n - replace real line-breaks with '
' for non-pre containers\n\n */\n function fixMarkup(value) {\n return !(options.tabReplace || options.useBR)\n ? value\n : value.replace(fixMarkupRe, function(match, p1) {\n if (options.useBR && match === '\\n') {\n return '
';\n } else if (options.tabReplace) {\n return p1.replace(/\\t/g, options.tabReplace);\n }\n return '';\n });\n }\n\n function buildClassName(prevClassName, currentLang, resultLang) {\n var language = currentLang ? aliases[currentLang] : resultLang,\n result = [prevClassName.trim()];\n\n if (!prevClassName.match(/\\bhljs\\b/)) {\n result.push('hljs');\n }\n\n if (prevClassName.indexOf(language) === -1) {\n result.push(language);\n }\n\n return result.join(' ').trim();\n }\n\n /*\n Applies highlighting to a DOM node containing code. Accepts a DOM node and\n two optional parameters for fixMarkup.\n */\n function highlightBlock(block) {\n var node, originalStream, result, resultNode, text;\n var language = blockLanguage(block);\n\n if (isNotHighlighted(language))\n return;\n\n if (options.useBR) {\n node = document.createElementNS('http://www.w3.org/1999/xhtml', 'div');\n node.innerHTML = block.innerHTML.replace(/\\n/g, '').replace(//g, '\\n');\n } else {\n node = block;\n }\n text = node.textContent;\n result = language ? highlight(language, text, true) : highlightAuto(text);\n\n originalStream = nodeStream(node);\n if (originalStream.length) {\n resultNode = document.createElementNS('http://www.w3.org/1999/xhtml', 'div');\n resultNode.innerHTML = result.value;\n result.value = mergeStreams(originalStream, nodeStream(resultNode), text);\n }\n result.value = fixMarkup(result.value);\n\n block.innerHTML = result.value;\n block.className = buildClassName(block.className, language, result.language);\n block.result = {\n language: result.language,\n re: result.relevance\n };\n if (result.second_best) {\n block.second_best = {\n language: result.second_best.language,\n re: result.second_best.relevance\n };\n }\n }\n\n /*\n Updates highlight.js global options with values passed in the form of an object.\n */\n function configure(user_options) {\n options = inherit(options, user_options);\n }\n\n /*\n Applies highlighting to all
..
blocks on a page.\n */\n function initHighlighting() {\n if (initHighlighting.called)\n return;\n initHighlighting.called = true;\n\n var blocks = document.querySelectorAll('pre code');\n ArrayProto.forEach.call(blocks, highlightBlock);\n }\n\n /*\n Attaches highlighting to the page load event.\n */\n function initHighlightingOnLoad() {\n addEventListener('DOMContentLoaded', initHighlighting, false);\n addEventListener('load', initHighlighting, false);\n }\n\n function registerLanguage(name, language) {\n var lang = languages[name] = language(hljs);\n restoreLanguageApi(lang);\n if (lang.aliases) {\n lang.aliases.forEach(function(alias) {aliases[alias] = name;});\n }\n }\n\n function listLanguages() {\n return objectKeys(languages);\n }\n\n function getLanguage(name) {\n name = (name || '').toLowerCase();\n return languages[name] || languages[aliases[name]];\n }\n\n function autoDetection(name) {\n var lang = getLanguage(name);\n return lang && !lang.disableAutodetect;\n }\n\n /* Interface definition */\n\n hljs.highlight = highlight;\n hljs.highlightAuto = highlightAuto;\n hljs.fixMarkup = fixMarkup;\n hljs.highlightBlock = highlightBlock;\n hljs.configure = configure;\n hljs.initHighlighting = initHighlighting;\n hljs.initHighlightingOnLoad = initHighlightingOnLoad;\n hljs.registerLanguage = registerLanguage;\n hljs.listLanguages = listLanguages;\n hljs.getLanguage = getLanguage;\n hljs.autoDetection = autoDetection;\n hljs.inherit = inherit;\n\n // Common regexps\n hljs.IDENT_RE = '[a-zA-Z]\\\\w*';\n hljs.UNDERSCORE_IDENT_RE = '[a-zA-Z_]\\\\w*';\n hljs.NUMBER_RE = '\\\\b\\\\d+(\\\\.\\\\d+)?';\n hljs.C_NUMBER_RE = '(-?)(\\\\b0[xX][a-fA-F0-9]+|(\\\\b\\\\d+(\\\\.\\\\d*)?|\\\\.\\\\d+)([eE][-+]?\\\\d+)?)'; // 0x..., 0..., decimal, float\n hljs.BINARY_NUMBER_RE = '\\\\b(0b[01]+)'; // 0b...\n hljs.RE_STARTERS_RE = '!|!=|!==|%|%=|&|&&|&=|\\\\*|\\\\*=|\\\\+|\\\\+=|,|-|-=|/=|/|:|;|<<|<<=|<=|<|===|==|=|>>>=|>>=|>=|>>>|>>|>|\\\\?|\\\\[|\\\\{|\\\\(|\\\\^|\\\\^=|\\\\||\\\\|=|\\\\|\\\\||~';\n\n // Common modes\n hljs.BACKSLASH_ESCAPE = {\n begin: '\\\\\\\\[\\\\s\\\\S]', relevance: 0\n };\n hljs.APOS_STRING_MODE = {\n className: 'string',\n begin: '\\'', end: '\\'',\n illegal: '\\\\n',\n contains: [hljs.BACKSLASH_ESCAPE]\n };\n hljs.QUOTE_STRING_MODE = {\n className: 'string',\n begin: '\"', end: '\"',\n illegal: '\\\\n',\n contains: [hljs.BACKSLASH_ESCAPE]\n };\n hljs.PHRASAL_WORDS_MODE = {\n begin: /\\b(a|an|the|are|I'm|isn't|don't|doesn't|won't|but|just|should|pretty|simply|enough|gonna|going|wtf|so|such|will|you|your|they|like|more)\\b/\n };\n hljs.COMMENT = function (begin, end, inherits) {\n var mode = hljs.inherit(\n {\n className: 'comment',\n begin: begin, end: end,\n contains: []\n },\n inherits || {}\n );\n mode.contains.push(hljs.PHRASAL_WORDS_MODE);\n mode.contains.push({\n className: 'doctag',\n begin: '(?:TODO|FIXME|NOTE|BUG|XXX):',\n relevance: 0\n });\n return mode;\n };\n hljs.C_LINE_COMMENT_MODE = hljs.COMMENT('//', '$');\n hljs.C_BLOCK_COMMENT_MODE = hljs.COMMENT('/\\\\*', '\\\\*/');\n hljs.HASH_COMMENT_MODE = hljs.COMMENT('#', '$');\n hljs.NUMBER_MODE = {\n className: 'number',\n begin: hljs.NUMBER_RE,\n relevance: 0\n };\n hljs.C_NUMBER_MODE = {\n className: 'number',\n begin: hljs.C_NUMBER_RE,\n relevance: 0\n };\n hljs.BINARY_NUMBER_MODE = {\n className: 'number',\n begin: hljs.BINARY_NUMBER_RE,\n relevance: 0\n };\n hljs.CSS_NUMBER_MODE = {\n className: 'number',\n begin: hljs.NUMBER_RE + '(' +\n '%|em|ex|ch|rem' +\n '|vw|vh|vmin|vmax' +\n '|cm|mm|in|pt|pc|px' +\n '|deg|grad|rad|turn' +\n '|s|ms' +\n '|Hz|kHz' +\n '|dpi|dpcm|dppx' +\n ')?',\n relevance: 0\n };\n hljs.REGEXP_MODE = {\n className: 'regexp',\n begin: /\\//, end: /\\/[gimuy]*/,\n illegal: /\\n/,\n contains: [\n hljs.BACKSLASH_ESCAPE,\n {\n begin: /\\[/, end: /\\]/,\n relevance: 0,\n contains: [hljs.BACKSLASH_ESCAPE]\n }\n ]\n };\n hljs.TITLE_MODE = {\n className: 'title',\n begin: hljs.IDENT_RE,\n relevance: 0\n };\n hljs.UNDERSCORE_TITLE_MODE = {\n className: 'title',\n begin: hljs.UNDERSCORE_IDENT_RE,\n relevance: 0\n };\n hljs.METHOD_GUARD = {\n // excludes method names from keyword processing\n begin: '\\\\.\\\\s*' + hljs.UNDERSCORE_IDENT_RE,\n relevance: 0\n };\n\n return hljs;\n}));\n","var hljs = require('./highlight');\n\nhljs.registerLanguage('1c', require('./languages/1c'));\nhljs.registerLanguage('abnf', require('./languages/abnf'));\nhljs.registerLanguage('accesslog', require('./languages/accesslog'));\nhljs.registerLanguage('actionscript', require('./languages/actionscript'));\nhljs.registerLanguage('ada', require('./languages/ada'));\nhljs.registerLanguage('angelscript', require('./languages/angelscript'));\nhljs.registerLanguage('apache', require('./languages/apache'));\nhljs.registerLanguage('applescript', require('./languages/applescript'));\nhljs.registerLanguage('arcade', require('./languages/arcade'));\nhljs.registerLanguage('cpp', require('./languages/cpp'));\nhljs.registerLanguage('arduino', require('./languages/arduino'));\nhljs.registerLanguage('armasm', require('./languages/armasm'));\nhljs.registerLanguage('xml', require('./languages/xml'));\nhljs.registerLanguage('asciidoc', require('./languages/asciidoc'));\nhljs.registerLanguage('aspectj', require('./languages/aspectj'));\nhljs.registerLanguage('autohotkey', require('./languages/autohotkey'));\nhljs.registerLanguage('autoit', require('./languages/autoit'));\nhljs.registerLanguage('avrasm', require('./languages/avrasm'));\nhljs.registerLanguage('awk', require('./languages/awk'));\nhljs.registerLanguage('axapta', require('./languages/axapta'));\nhljs.registerLanguage('bash', require('./languages/bash'));\nhljs.registerLanguage('basic', require('./languages/basic'));\nhljs.registerLanguage('bnf', require('./languages/bnf'));\nhljs.registerLanguage('brainfuck', require('./languages/brainfuck'));\nhljs.registerLanguage('cal', require('./languages/cal'));\nhljs.registerLanguage('capnproto', require('./languages/capnproto'));\nhljs.registerLanguage('ceylon', require('./languages/ceylon'));\nhljs.registerLanguage('clean', require('./languages/clean'));\nhljs.registerLanguage('clojure', require('./languages/clojure'));\nhljs.registerLanguage('clojure-repl', require('./languages/clojure-repl'));\nhljs.registerLanguage('cmake', require('./languages/cmake'));\nhljs.registerLanguage('coffeescript', require('./languages/coffeescript'));\nhljs.registerLanguage('coq', require('./languages/coq'));\nhljs.registerLanguage('cos', require('./languages/cos'));\nhljs.registerLanguage('crmsh', require('./languages/crmsh'));\nhljs.registerLanguage('crystal', require('./languages/crystal'));\nhljs.registerLanguage('cs', require('./languages/cs'));\nhljs.registerLanguage('csp', require('./languages/csp'));\nhljs.registerLanguage('css', require('./languages/css'));\nhljs.registerLanguage('d', require('./languages/d'));\nhljs.registerLanguage('markdown', require('./languages/markdown'));\nhljs.registerLanguage('dart', require('./languages/dart'));\nhljs.registerLanguage('delphi', require('./languages/delphi'));\nhljs.registerLanguage('diff', require('./languages/diff'));\nhljs.registerLanguage('django', require('./languages/django'));\nhljs.registerLanguage('dns', require('./languages/dns'));\nhljs.registerLanguage('dockerfile', require('./languages/dockerfile'));\nhljs.registerLanguage('dos', require('./languages/dos'));\nhljs.registerLanguage('dsconfig', require('./languages/dsconfig'));\nhljs.registerLanguage('dts', require('./languages/dts'));\nhljs.registerLanguage('dust', require('./languages/dust'));\nhljs.registerLanguage('ebnf', require('./languages/ebnf'));\nhljs.registerLanguage('elixir', require('./languages/elixir'));\nhljs.registerLanguage('elm', require('./languages/elm'));\nhljs.registerLanguage('ruby', require('./languages/ruby'));\nhljs.registerLanguage('erb', require('./languages/erb'));\nhljs.registerLanguage('erlang-repl', require('./languages/erlang-repl'));\nhljs.registerLanguage('erlang', require('./languages/erlang'));\nhljs.registerLanguage('excel', require('./languages/excel'));\nhljs.registerLanguage('fix', require('./languages/fix'));\nhljs.registerLanguage('flix', require('./languages/flix'));\nhljs.registerLanguage('fortran', require('./languages/fortran'));\nhljs.registerLanguage('fsharp', require('./languages/fsharp'));\nhljs.registerLanguage('gams', require('./languages/gams'));\nhljs.registerLanguage('gauss', require('./languages/gauss'));\nhljs.registerLanguage('gcode', require('./languages/gcode'));\nhljs.registerLanguage('gherkin', require('./languages/gherkin'));\nhljs.registerLanguage('glsl', require('./languages/glsl'));\nhljs.registerLanguage('gml', require('./languages/gml'));\nhljs.registerLanguage('go', require('./languages/go'));\nhljs.registerLanguage('golo', require('./languages/golo'));\nhljs.registerLanguage('gradle', require('./languages/gradle'));\nhljs.registerLanguage('groovy', require('./languages/groovy'));\nhljs.registerLanguage('haml', require('./languages/haml'));\nhljs.registerLanguage('handlebars', require('./languages/handlebars'));\nhljs.registerLanguage('haskell', require('./languages/haskell'));\nhljs.registerLanguage('haxe', require('./languages/haxe'));\nhljs.registerLanguage('hsp', require('./languages/hsp'));\nhljs.registerLanguage('htmlbars', require('./languages/htmlbars'));\nhljs.registerLanguage('http', require('./languages/http'));\nhljs.registerLanguage('hy', require('./languages/hy'));\nhljs.registerLanguage('inform7', require('./languages/inform7'));\nhljs.registerLanguage('ini', require('./languages/ini'));\nhljs.registerLanguage('irpf90', require('./languages/irpf90'));\nhljs.registerLanguage('isbl', require('./languages/isbl'));\nhljs.registerLanguage('java', require('./languages/java'));\nhljs.registerLanguage('javascript', require('./languages/javascript'));\nhljs.registerLanguage('jboss-cli', require('./languages/jboss-cli'));\nhljs.registerLanguage('json', require('./languages/json'));\nhljs.registerLanguage('julia', require('./languages/julia'));\nhljs.registerLanguage('julia-repl', require('./languages/julia-repl'));\nhljs.registerLanguage('kotlin', require('./languages/kotlin'));\nhljs.registerLanguage('lasso', require('./languages/lasso'));\nhljs.registerLanguage('ldif', require('./languages/ldif'));\nhljs.registerLanguage('leaf', require('./languages/leaf'));\nhljs.registerLanguage('less', require('./languages/less'));\nhljs.registerLanguage('lisp', require('./languages/lisp'));\nhljs.registerLanguage('livecodeserver', require('./languages/livecodeserver'));\nhljs.registerLanguage('livescript', require('./languages/livescript'));\nhljs.registerLanguage('llvm', require('./languages/llvm'));\nhljs.registerLanguage('lsl', require('./languages/lsl'));\nhljs.registerLanguage('lua', require('./languages/lua'));\nhljs.registerLanguage('makefile', require('./languages/makefile'));\nhljs.registerLanguage('mathematica', require('./languages/mathematica'));\nhljs.registerLanguage('matlab', require('./languages/matlab'));\nhljs.registerLanguage('maxima', require('./languages/maxima'));\nhljs.registerLanguage('mel', require('./languages/mel'));\nhljs.registerLanguage('mercury', require('./languages/mercury'));\nhljs.registerLanguage('mipsasm', require('./languages/mipsasm'));\nhljs.registerLanguage('mizar', require('./languages/mizar'));\nhljs.registerLanguage('perl', require('./languages/perl'));\nhljs.registerLanguage('mojolicious', require('./languages/mojolicious'));\nhljs.registerLanguage('monkey', require('./languages/monkey'));\nhljs.registerLanguage('moonscript', require('./languages/moonscript'));\nhljs.registerLanguage('n1ql', require('./languages/n1ql'));\nhljs.registerLanguage('nginx', require('./languages/nginx'));\nhljs.registerLanguage('nimrod', require('./languages/nimrod'));\nhljs.registerLanguage('nix', require('./languages/nix'));\nhljs.registerLanguage('nsis', require('./languages/nsis'));\nhljs.registerLanguage('objectivec', require('./languages/objectivec'));\nhljs.registerLanguage('ocaml', require('./languages/ocaml'));\nhljs.registerLanguage('openscad', require('./languages/openscad'));\nhljs.registerLanguage('oxygene', require('./languages/oxygene'));\nhljs.registerLanguage('parser3', require('./languages/parser3'));\nhljs.registerLanguage('pf', require('./languages/pf'));\nhljs.registerLanguage('pgsql', require('./languages/pgsql'));\nhljs.registerLanguage('php', require('./languages/php'));\nhljs.registerLanguage('plaintext', require('./languages/plaintext'));\nhljs.registerLanguage('pony', require('./languages/pony'));\nhljs.registerLanguage('powershell', require('./languages/powershell'));\nhljs.registerLanguage('processing', require('./languages/processing'));\nhljs.registerLanguage('profile', require('./languages/profile'));\nhljs.registerLanguage('prolog', require('./languages/prolog'));\nhljs.registerLanguage('properties', require('./languages/properties'));\nhljs.registerLanguage('protobuf', require('./languages/protobuf'));\nhljs.registerLanguage('puppet', require('./languages/puppet'));\nhljs.registerLanguage('purebasic', require('./languages/purebasic'));\nhljs.registerLanguage('python', require('./languages/python'));\nhljs.registerLanguage('q', require('./languages/q'));\nhljs.registerLanguage('qml', require('./languages/qml'));\nhljs.registerLanguage('r', require('./languages/r'));\nhljs.registerLanguage('reasonml', require('./languages/reasonml'));\nhljs.registerLanguage('rib', require('./languages/rib'));\nhljs.registerLanguage('roboconf', require('./languages/roboconf'));\nhljs.registerLanguage('routeros', require('./languages/routeros'));\nhljs.registerLanguage('rsl', require('./languages/rsl'));\nhljs.registerLanguage('ruleslanguage', require('./languages/ruleslanguage'));\nhljs.registerLanguage('rust', require('./languages/rust'));\nhljs.registerLanguage('sas', require('./languages/sas'));\nhljs.registerLanguage('scala', require('./languages/scala'));\nhljs.registerLanguage('scheme', require('./languages/scheme'));\nhljs.registerLanguage('scilab', require('./languages/scilab'));\nhljs.registerLanguage('scss', require('./languages/scss'));\nhljs.registerLanguage('shell', require('./languages/shell'));\nhljs.registerLanguage('smali', require('./languages/smali'));\nhljs.registerLanguage('smalltalk', require('./languages/smalltalk'));\nhljs.registerLanguage('sml', require('./languages/sml'));\nhljs.registerLanguage('sqf', require('./languages/sqf'));\nhljs.registerLanguage('sql', require('./languages/sql'));\nhljs.registerLanguage('stan', require('./languages/stan'));\nhljs.registerLanguage('stata', require('./languages/stata'));\nhljs.registerLanguage('step21', require('./languages/step21'));\nhljs.registerLanguage('stylus', require('./languages/stylus'));\nhljs.registerLanguage('subunit', require('./languages/subunit'));\nhljs.registerLanguage('swift', require('./languages/swift'));\nhljs.registerLanguage('taggerscript', require('./languages/taggerscript'));\nhljs.registerLanguage('yaml', require('./languages/yaml'));\nhljs.registerLanguage('tap', require('./languages/tap'));\nhljs.registerLanguage('tcl', require('./languages/tcl'));\nhljs.registerLanguage('tex', require('./languages/tex'));\nhljs.registerLanguage('thrift', require('./languages/thrift'));\nhljs.registerLanguage('tp', require('./languages/tp'));\nhljs.registerLanguage('twig', require('./languages/twig'));\nhljs.registerLanguage('typescript', require('./languages/typescript'));\nhljs.registerLanguage('vala', require('./languages/vala'));\nhljs.registerLanguage('vbnet', require('./languages/vbnet'));\nhljs.registerLanguage('vbscript', require('./languages/vbscript'));\nhljs.registerLanguage('vbscript-html', require('./languages/vbscript-html'));\nhljs.registerLanguage('verilog', require('./languages/verilog'));\nhljs.registerLanguage('vhdl', require('./languages/vhdl'));\nhljs.registerLanguage('vim', require('./languages/vim'));\nhljs.registerLanguage('x86asm', require('./languages/x86asm'));\nhljs.registerLanguage('xl', require('./languages/xl'));\nhljs.registerLanguage('xquery', require('./languages/xquery'));\nhljs.registerLanguage('zephir', require('./languages/zephir'));\n\nmodule.exports = hljs;","module.exports = function(hljs){\n\n // общий паттерн для определения идентификаторов\n var UNDERSCORE_IDENT_RE = '[A-Za-zА-Яа-яёЁ_][A-Za-zА-Яа-яёЁ_0-9]+';\n \n // v7 уникальные ключевые слова, отсутствующие в v8 ==> keyword\n var v7_keywords =\n 'далее ';\n\n // v8 ключевые слова ==> keyword\n var v8_keywords =\n 'возврат вызватьисключение выполнить для если и из или иначе иначеесли исключение каждого конецесли ' +\n 'конецпопытки конеццикла не новый перейти перем по пока попытка прервать продолжить тогда цикл экспорт ';\n\n // keyword : ключевые слова\n var KEYWORD = v7_keywords + v8_keywords;\n \n // v7 уникальные директивы, отсутствующие в v8 ==> meta-keyword\n var v7_meta_keywords =\n 'загрузитьизфайла ';\n\n // v8 ключевые слова в инструкциях препроцессора, директивах компиляции, аннотациях ==> meta-keyword\n var v8_meta_keywords =\n 'вебклиент вместо внешнеесоединение клиент конецобласти мобильноеприложениеклиент мобильноеприложениесервер ' +\n 'наклиенте наклиентенасервере наклиентенасерверебезконтекста насервере насерверебезконтекста область перед ' +\n 'после сервер толстыйклиентобычноеприложение толстыйклиентуправляемоеприложение тонкийклиент ';\n\n // meta-keyword : ключевые слова в инструкциях препроцессора, директивах компиляции, аннотациях\n var METAKEYWORD = v7_meta_keywords + v8_meta_keywords;\n\n // v7 системные константы ==> built_in\n var v7_system_constants =\n 'разделительстраниц разделительстрок символтабуляции ';\n \n // v7 уникальные методы глобального контекста, отсутствующие в v8 ==> built_in\n var v7_global_context_methods =\n 'ansitooem oemtoansi ввестивидсубконто ввестиперечисление ввестипериод ввестиплансчетов выбранныйплансчетов ' +\n 'датагод датамесяц датачисло заголовоксистемы значениевстроку значениеизстроки каталогиб каталогпользователя ' +\n 'кодсимв конгода конецпериодаби конецрассчитанногопериодаби конецстандартногоинтервала конквартала конмесяца ' +\n 'коннедели лог лог10 максимальноеколичествосубконто названиеинтерфейса названиенабораправ назначитьвид ' +\n 'назначитьсчет найтиссылки началопериодаби началостандартногоинтервала начгода начквартала начмесяца ' +\n 'начнедели номерднягода номерднянедели номернеделигода обработкаожидания основнойжурналрасчетов ' +\n 'основнойплансчетов основнойязык очиститьокносообщений периодстр получитьвремята получитьдатута ' +\n 'получитьдокументта получитьзначенияотбора получитьпозициюта получитьпустоезначение получитьта ' +\n 'префиксавтонумерации пропись пустоезначение разм разобратьпозициюдокумента рассчитатьрегистрына ' +\n 'рассчитатьрегистрыпо симв создатьобъект статусвозврата стрколичествострок сформироватьпозициюдокумента ' +\n 'счетпокоду текущеевремя типзначения типзначениястр установитьтана установитьтапо фиксшаблон шаблон ';\n \n // v8 методы глобального контекста ==> built_in\n var v8_global_context_methods =\n 'acos asin atan base64значение base64строка cos exp log log10 pow sin sqrt tan xmlзначение xmlстрока ' +\n 'xmlтип xmlтипзнч активноеокно безопасныйрежим безопасныйрежимразделенияданных булево ввестидату ввестизначение ' +\n 'ввестистроку ввестичисло возможностьчтенияxml вопрос восстановитьзначение врег выгрузитьжурналрегистрации ' +\n 'выполнитьобработкуоповещения выполнитьпроверкуправдоступа вычислить год данныеформывзначение дата день деньгода ' +\n 'деньнедели добавитьмесяц заблокироватьданныедляредактирования заблокироватьработупользователя завершитьработусистемы ' +\n 'загрузитьвнешнююкомпоненту закрытьсправку записатьjson записатьxml записатьдатуjson записьжурналарегистрации ' +\n 'заполнитьзначениясвойств запроситьразрешениепользователя запуститьприложение запуститьсистему зафиксироватьтранзакцию ' +\n 'значениевданныеформы значениевстрокувнутр значениевфайл значениезаполнено значениеизстрокивнутр значениеизфайла ' +\n 'изxmlтипа импортмоделиxdto имякомпьютера имяпользователя инициализироватьпредопределенныеданные информацияобошибке ' +\n 'каталогбиблиотекимобильногоустройства каталогвременныхфайлов каталогдокументов каталогпрограммы кодироватьстроку ' +\n 'кодлокализацииинформационнойбазы кодсимвола командасистемы конецгода конецдня конецквартала конецмесяца конецминуты ' +\n 'конецнедели конецчаса конфигурациябазыданныхизмененадинамически конфигурацияизменена копироватьданныеформы ' +\n 'копироватьфайл краткоепредставлениеошибки лев макс местноевремя месяц мин минута монопольныйрежим найти ' +\n 'найтинедопустимыесимволыxml найтиокнопонавигационнойссылке найтипомеченныенаудаление найтипоссылкам найтифайлы ' +\n 'началогода началодня началоквартала началомесяца началоминуты началонедели началочаса начатьзапросразрешенияпользователя ' +\n 'начатьзапускприложения начатькопированиефайла начатьперемещениефайла начатьподключениевнешнейкомпоненты ' +\n 'начатьподключениерасширенияработыскриптографией начатьподключениерасширенияработысфайлами начатьпоискфайлов ' +\n 'начатьполучениекаталогавременныхфайлов начатьполучениекаталогадокументов начатьполучениерабочегокаталогаданныхпользователя ' +\n 'начатьполучениефайлов начатьпомещениефайла начатьпомещениефайлов начатьсозданиедвоичныхданныхизфайла начатьсозданиекаталога ' +\n 'начатьтранзакцию начатьудалениефайлов начатьустановкувнешнейкомпоненты начатьустановкурасширенияработыскриптографией ' +\n 'начатьустановкурасширенияработысфайлами неделягода необходимостьзавершениясоединения номерсеансаинформационнойбазы ' +\n 'номерсоединенияинформационнойбазы нрег нстр обновитьинтерфейс обновитьнумерациюобъектов обновитьповторноиспользуемыезначения ' +\n 'обработкапрерыванияпользователя объединитьфайлы окр описаниеошибки оповестить оповеститьобизменении ' +\n 'отключитьобработчикзапросанастроекклиенталицензирования отключитьобработчикожидания отключитьобработчикоповещения ' +\n 'открытьзначение открытьиндекссправки открытьсодержаниесправки открытьсправку открытьформу открытьформумодально ' +\n 'отменитьтранзакцию очиститьжурналрегистрации очиститьнастройкипользователя очиститьсообщения параметрыдоступа ' +\n 'перейтипонавигационнойссылке переместитьфайл подключитьвнешнююкомпоненту ' +\n 'подключитьобработчикзапросанастроекклиенталицензирования подключитьобработчикожидания подключитьобработчикоповещения ' +\n 'подключитьрасширениеработыскриптографией подключитьрасширениеработысфайлами подробноепредставлениеошибки ' +\n 'показатьвводдаты показатьвводзначения показатьвводстроки показатьвводчисла показатьвопрос показатьзначение ' +\n 'показатьинформациюобошибке показатьнакарте показатьоповещениепользователя показатьпредупреждение полноеимяпользователя ' +\n 'получитьcomобъект получитьxmlтип получитьадреспоместоположению получитьблокировкусеансов получитьвремязавершенияспящегосеанса ' +\n 'получитьвремязасыпанияпассивногосеанса получитьвремяожиданияблокировкиданных получитьданныевыбора ' +\n 'получитьдополнительныйпараметрклиенталицензирования получитьдопустимыекодылокализации получитьдопустимыечасовыепояса ' +\n 'получитьзаголовокклиентскогоприложения получитьзаголовоксистемы получитьзначенияотборажурналарегистрации ' +\n 'получитьидентификаторконфигурации получитьизвременногохранилища получитьимявременногофайла ' +\n 'получитьимяклиенталицензирования получитьинформациюэкрановклиента получитьиспользованиежурналарегистрации ' +\n 'получитьиспользованиесобытияжурналарегистрации получитькраткийзаголовокприложения получитьмакетоформления ' +\n 'получитьмаскувсефайлы получитьмаскувсефайлыклиента получитьмаскувсефайлысервера получитьместоположениепоадресу ' +\n 'получитьминимальнуюдлинупаролейпользователей получитьнавигационнуюссылку получитьнавигационнуюссылкуинформационнойбазы ' +\n 'получитьобновлениеконфигурациибазыданных получитьобновлениепредопределенныхданныхинформационнойбазы получитьобщиймакет ' +\n 'получитьобщуюформу получитьокна получитьоперативнуюотметкувремени получитьотключениебезопасногорежима ' +\n 'получитьпараметрыфункциональныхопцийинтерфейса получитьполноеимяпредопределенногозначения ' +\n 'получитьпредставлениянавигационныхссылок получитьпроверкусложностипаролейпользователей получитьразделительпути ' +\n 'получитьразделительпутиклиента получитьразделительпутисервера получитьсеансыинформационнойбазы ' +\n 'получитьскоростьклиентскогосоединения получитьсоединенияинформационнойбазы получитьсообщенияпользователю ' +\n 'получитьсоответствиеобъектаиформы получитьсоставстандартногоинтерфейсаodata получитьструктурухранениябазыданных ' +\n 'получитьтекущийсеансинформационнойбазы получитьфайл получитьфайлы получитьформу получитьфункциональнуюопцию ' +\n 'получитьфункциональнуюопциюинтерфейса получитьчасовойпоясинформационнойбазы пользователиос поместитьвовременноехранилище ' +\n 'поместитьфайл поместитьфайлы прав праводоступа предопределенноезначение представлениекодалокализации представлениепериода ' +\n 'представлениеправа представлениеприложения представлениесобытияжурналарегистрации представлениечасовогопояса предупреждение ' +\n 'прекратитьработусистемы привилегированныйрежим продолжитьвызов прочитатьjson прочитатьxml прочитатьдатуjson пустаястрока ' +\n 'рабочийкаталогданныхпользователя разблокироватьданныедляредактирования разделитьфайл разорватьсоединениесвнешнимисточникомданных ' +\n 'раскодироватьстроку рольдоступна секунда сигнал символ скопироватьжурналрегистрации смещениелетнеговремени ' +\n 'смещениестандартноговремени соединитьбуферыдвоичныхданных создатькаталог создатьфабрикуxdto сокрл сокрлп сокрп сообщить ' +\n 'состояние сохранитьзначение сохранитьнастройкипользователя сред стрдлина стрзаканчиваетсяна стрзаменить стрнайти стрначинаетсяс ' +\n 'строка строкасоединенияинформационнойбазы стрполучитьстроку стрразделить стрсоединить стрсравнить стрчисловхождений '+\n 'стрчислострок стршаблон текущаядата текущаядатасеанса текущаяуниверсальнаядата текущаяуниверсальнаядатавмиллисекундах ' +\n 'текущийвариантинтерфейсаклиентскогоприложения текущийвариантосновногошрифтаклиентскогоприложения текущийкодлокализации ' +\n 'текущийрежимзапуска текущийязык текущийязыксистемы тип типзнч транзакцияактивна трег удалитьданныеинформационнойбазы ' +\n 'удалитьизвременногохранилища удалитьобъекты удалитьфайлы универсальноевремя установитьбезопасныйрежим ' +\n 'установитьбезопасныйрежимразделенияданных установитьблокировкусеансов установитьвнешнююкомпоненту ' +\n 'установитьвремязавершенияспящегосеанса установитьвремязасыпанияпассивногосеанса установитьвремяожиданияблокировкиданных ' +\n 'установитьзаголовокклиентскогоприложения установитьзаголовоксистемы установитьиспользованиежурналарегистрации ' +\n 'установитьиспользованиесобытияжурналарегистрации установитькраткийзаголовокприложения ' +\n 'установитьминимальнуюдлинупаролейпользователей установитьмонопольныйрежим установитьнастройкиклиенталицензирования ' +\n 'установитьобновлениепредопределенныхданныхинформационнойбазы установитьотключениебезопасногорежима ' +\n 'установитьпараметрыфункциональныхопцийинтерфейса установитьпривилегированныйрежим ' +\n 'установитьпроверкусложностипаролейпользователей установитьрасширениеработыскриптографией ' +\n 'установитьрасширениеработысфайлами установитьсоединениесвнешнимисточникомданных установитьсоответствиеобъектаиформы ' +\n 'установитьсоставстандартногоинтерфейсаodata установитьчасовойпоясинформационнойбазы установитьчасовойпояссеанса ' +\n 'формат цел час часовойпояс часовойпояссеанса число числопрописью этоадресвременногохранилища ';\n\n // v8 свойства глобального контекста ==> built_in\n var v8_global_context_property =\n 'wsссылки библиотекакартинок библиотекамакетовоформлениякомпоновкиданных библиотекастилей бизнеспроцессы ' +\n 'внешниеисточникиданных внешниеобработки внешниеотчеты встроенныепокупки главныйинтерфейс главныйстиль ' +\n 'документы доставляемыеуведомления журналыдокументов задачи информацияобинтернетсоединении использованиерабочейдаты ' +\n 'историяработыпользователя константы критерииотбора метаданные обработки отображениерекламы отправкадоставляемыхуведомлений ' +\n 'отчеты панельзадачос параметрзапуска параметрысеанса перечисления планывидоврасчета планывидовхарактеристик ' +\n 'планыобмена планысчетов полнотекстовыйпоиск пользователиинформационнойбазы последовательности проверкавстроенныхпокупок ' +\n 'рабочаядата расширенияконфигурации регистрыбухгалтерии регистрынакопления регистрырасчета регистрысведений ' +\n 'регламентныезадания сериализаторxdto справочники средствагеопозиционирования средствакриптографии средствамультимедиа ' +\n 'средстваотображениярекламы средствапочты средствателефонии фабрикаxdto файловыепотоки фоновыезадания хранилищанастроек ' +\n 'хранилищевариантовотчетов хранилищенастроекданныхформ хранилищеобщихнастроек хранилищепользовательскихнастроекдинамическихсписков ' +\n 'хранилищепользовательскихнастроекотчетов хранилищесистемныхнастроек ';\n\n // built_in : встроенные или библиотечные объекты (константы, классы, функции)\n var BUILTIN =\n v7_system_constants +\n v7_global_context_methods + v8_global_context_methods +\n v8_global_context_property;\n \n // v8 системные наборы значений ==> class\n var v8_system_sets_of_values =\n 'webцвета windowsцвета windowsшрифты библиотекакартинок рамкистиля символы цветастиля шрифтыстиля ';\n\n // v8 системные перечисления - интерфейсные ==> class\n var v8_system_enums_interface =\n 'автоматическоесохранениеданныхформывнастройках автонумерациявформе автораздвижениесерий ' +\n 'анимациядиаграммы вариантвыравниванияэлементовизаголовков вариантуправлениявысотойтаблицы ' +\n 'вертикальнаяпрокруткаформы вертикальноеположение вертикальноеположениеэлемента видгруппыформы ' +\n 'виддекорацииформы виддополненияэлементаформы видизмененияданных видкнопкиформы видпереключателя ' +\n 'видподписейкдиаграмме видполяформы видфлажка влияниеразмеранапузырекдиаграммы горизонтальноеположение ' +\n 'горизонтальноеположениеэлемента группировкаколонок группировкаподчиненныхэлементовформы ' +\n 'группыиэлементы действиеперетаскивания дополнительныйрежимотображения допустимыедействияперетаскивания ' +\n 'интервалмеждуэлементамиформы использованиевывода использованиеполосыпрокрутки ' +\n 'используемоезначениеточкибиржевойдиаграммы историявыборапривводе источникзначенийоситочекдиаграммы ' +\n 'источникзначенияразмерапузырькадиаграммы категориягруппыкоманд максимумсерий начальноеотображениедерева ' +\n 'начальноеотображениесписка обновлениетекстаредактирования ориентациядендрограммы ориентациядиаграммы ' +\n 'ориентацияметокдиаграммы ориентацияметоксводнойдиаграммы ориентацияэлементаформы отображениевдиаграмме ' +\n 'отображениевлегендедиаграммы отображениегруппыкнопок отображениезаголовкашкалыдиаграммы ' +\n 'отображениезначенийсводнойдиаграммы отображениезначенияизмерительнойдиаграммы ' +\n 'отображениеинтерваладиаграммыганта отображениекнопки отображениекнопкивыбора отображениеобсужденийформы ' +\n 'отображениеобычнойгруппы отображениеотрицательныхзначенийпузырьковойдиаграммы отображениепанелипоиска ' +\n 'отображениеподсказки отображениепредупрежденияприредактировании отображениеразметкиполосырегулирования ' +\n 'отображениестраницформы отображениетаблицы отображениетекстазначениядиаграммыганта ' +\n 'отображениеуправленияобычнойгруппы отображениефигурыкнопки палитрацветовдиаграммы поведениеобычнойгруппы ' +\n 'поддержкамасштабадендрограммы поддержкамасштабадиаграммыганта поддержкамасштабасводнойдиаграммы ' +\n 'поисквтаблицепривводе положениезаголовкаэлементаформы положениекартинкикнопкиформы ' +\n 'положениекартинкиэлементаграфическойсхемы положениекоманднойпанелиформы положениекоманднойпанелиэлементаформы ' +\n 'положениеопорнойточкиотрисовки положениеподписейкдиаграмме положениеподписейшкалызначенийизмерительнойдиаграммы ' +\n 'положениесостоянияпросмотра положениестрокипоиска положениетекстасоединительнойлинии положениеуправленияпоиском ' +\n 'положениешкалывремени порядокотображенияточекгоризонтальнойгистограммы порядоксерийвлегендедиаграммы ' +\n 'размеркартинки расположениезаголовкашкалыдиаграммы растягиваниеповертикалидиаграммыганта ' +\n 'режимавтоотображениясостояния режимвводастроктаблицы режимвыборанезаполненного режимвыделениядаты ' +\n 'режимвыделениястрокитаблицы режимвыделениятаблицы режимизмененияразмера режимизменениясвязанногозначения ' +\n 'режимиспользованиядиалогапечати режимиспользованияпараметракоманды режиммасштабированияпросмотра ' +\n 'режимосновногоокнаклиентскогоприложения режимоткрытияокнаформы режимотображениявыделения ' +\n 'режимотображениягеографическойсхемы режимотображениязначенийсерии режимотрисовкисеткиграфическойсхемы ' +\n 'режимполупрозрачностидиаграммы режимпробеловдиаграммы режимразмещениянастранице режимредактированияколонки ' +\n 'режимсглаживаниядиаграммы режимсглаживанияиндикатора режимсписказадач сквозноевыравнивание ' +\n 'сохранениеданныхформывнастройках способзаполнениятекстазаголовкашкалыдиаграммы ' +\n 'способопределенияограничивающегозначениядиаграммы стандартнаягруппакоманд стандартноеоформление ' +\n 'статусоповещенияпользователя стильстрелки типаппроксимациилиниитрендадиаграммы типдиаграммы ' +\n 'типединицышкалывремени типимпортасерийслоягеографическойсхемы типлиниигеографическойсхемы типлиниидиаграммы ' +\n 'типмаркерагеографическойсхемы типмаркерадиаграммы типобластиоформления ' +\n 'типорганизацииисточникаданныхгеографическойсхемы типотображениясериислоягеографическойсхемы ' +\n 'типотображенияточечногообъектагеографическойсхемы типотображенияшкалыэлементалегендыгеографическойсхемы ' +\n 'типпоискаобъектовгеографическойсхемы типпроекциигеографическойсхемы типразмещенияизмерений ' +\n 'типразмещенияреквизитовизмерений типрамкиэлементауправления типсводнойдиаграммы ' +\n 'типсвязидиаграммыганта типсоединениязначенийпосериямдиаграммы типсоединенияточекдиаграммы ' +\n 'типсоединительнойлинии типстороныэлементаграфическойсхемы типформыотчета типшкалырадарнойдиаграммы ' +\n 'факторлиниитрендадиаграммы фигуракнопки фигурыграфическойсхемы фиксациявтаблице форматдняшкалывремени ' +\n 'форматкартинки ширинаподчиненныхэлементовформы ';\n\n // v8 системные перечисления - свойства прикладных объектов ==> class\n var v8_system_enums_objects_properties =\n 'виддвижениябухгалтерии виддвижениянакопления видпериодарегистрарасчета видсчета видточкимаршрутабизнеспроцесса ' +\n 'использованиеагрегатарегистранакопления использованиегруппиэлементов использованиережимапроведения ' +\n 'использованиесреза периодичностьагрегатарегистранакопления режимавтовремя режимзаписидокумента режимпроведениядокумента ';\n\n // v8 системные перечисления - планы обмена ==> class\n var v8_system_enums_exchange_plans =\n 'авторегистрацияизменений допустимыйномерсообщения отправкаэлементаданных получениеэлементаданных ';\n\n // v8 системные перечисления - табличный документ ==> class\n var v8_system_enums_tabular_document =\n 'использованиерасшифровкитабличногодокумента ориентациястраницы положениеитоговколоноксводнойтаблицы ' +\n 'положениеитоговстроксводнойтаблицы положениетекстаотносительнокартинки расположениезаголовкагруппировкитабличногодокумента ' +\n 'способчтениязначенийтабличногодокумента типдвустороннейпечати типзаполненияобластитабличногодокумента ' +\n 'типкурсоровтабличногодокумента типлиниирисункатабличногодокумента типлинииячейкитабличногодокумента ' +\n 'типнаправленияпереходатабличногодокумента типотображениявыделениятабличногодокумента типотображениялинийсводнойтаблицы ' +\n 'типразмещениятекстатабличногодокумента типрисункатабличногодокумента типсмещениятабличногодокумента ' +\n 'типузоратабличногодокумента типфайлатабличногодокумента точностьпечати чередованиерасположениястраниц ';\n\n // v8 системные перечисления - планировщик ==> class\n var v8_system_enums_sheduler =\n 'отображениевремениэлементовпланировщика ';\n\n // v8 системные перечисления - форматированный документ ==> class\n var v8_system_enums_formatted_document =\n 'типфайлаформатированногодокумента ';\n\n // v8 системные перечисления - запрос ==> class\n var v8_system_enums_query =\n 'обходрезультатазапроса типзаписизапроса ';\n\n // v8 системные перечисления - построитель отчета ==> class\n var v8_system_enums_report_builder =\n 'видзаполнениярасшифровкипостроителяотчета типдобавленияпредставлений типизмеренияпостроителяотчета типразмещенияитогов ';\n\n // v8 системные перечисления - работа с файлами ==> class\n var v8_system_enums_files =\n 'доступкфайлу режимдиалогавыборафайла режимоткрытияфайла ';\n\n // v8 системные перечисления - построитель запроса ==> class\n var v8_system_enums_query_builder =\n 'типизмеренияпостроителязапроса ';\n\n // v8 системные перечисления - анализ данных ==> class\n var v8_system_enums_data_analysis =\n 'видданныханализа методкластеризации типединицыинтервалавременианализаданных типзаполнениятаблицырезультатаанализаданных ' +\n 'типиспользованиячисловыхзначенийанализаданных типисточникаданныхпоискаассоциаций типколонкианализаданныхдереворешений ' +\n 'типколонкианализаданныхкластеризация типколонкианализаданныхобщаястатистика типколонкианализаданныхпоискассоциаций ' +\n 'типколонкианализаданныхпоискпоследовательностей типколонкимоделипрогноза типмерырасстоянияанализаданных ' +\n 'типотсеченияправилассоциации типполяанализаданных типстандартизациианализаданных типупорядочиванияправилассоциациианализаданных ' +\n 'типупорядочиванияшаблоновпоследовательностейанализаданных типупрощениядереварешений ';\n\n // v8 системные перечисления - xml, json, xs, dom, xdto, web-сервисы ==> class\n var v8_system_enums_xml_json_xs_dom_xdto_ws =\n 'wsнаправлениепараметра вариантxpathxs вариантзаписидатыjson вариантпростоготипаxs видгруппымоделиxs видфасетаxdto ' +\n 'действиепостроителяdom завершенностьпростоготипаxs завершенностьсоставноготипаxs завершенностьсхемыxs запрещенныеподстановкиxs ' +\n 'исключениягруппподстановкиxs категорияиспользованияатрибутаxs категорияограниченияидентичностиxs категорияограниченияпространствименxs ' +\n 'методнаследованияxs модельсодержимогоxs назначениетипаxml недопустимыеподстановкиxs обработкапробельныхсимволовxs обработкасодержимогоxs ' +\n 'ограничениезначенияxs параметрыотбораузловdom переносстрокjson позициявдокументеdom пробельныесимволыxml типатрибутаxml типзначенияjson ' +\n 'типканоническогоxml типкомпонентыxs типпроверкиxml типрезультатаdomxpath типузлаdom типузлаxml формаxml формапредставленияxs ' +\n 'форматдатыjson экранированиесимволовjson ';\n\n // v8 системные перечисления - система компоновки данных ==> class\n var v8_system_enums_data_composition_system =\n 'видсравнениякомпоновкиданных действиеобработкирасшифровкикомпоновкиданных направлениесортировкикомпоновкиданных ' +\n 'расположениевложенныхэлементоврезультатакомпоновкиданных расположениеитоговкомпоновкиданных расположениегруппировкикомпоновкиданных ' +\n 'расположениеполейгруппировкикомпоновкиданных расположениеполякомпоновкиданных расположениереквизитовкомпоновкиданных ' +\n 'расположениересурсовкомпоновкиданных типбухгалтерскогоостаткакомпоновкиданных типвыводатекстакомпоновкиданных ' +\n 'типгруппировкикомпоновкиданных типгруппыэлементовотборакомпоновкиданных типдополненияпериодакомпоновкиданных ' +\n 'типзаголовкаполейкомпоновкиданных типмакетагруппировкикомпоновкиданных типмакетаобластикомпоновкиданных типостаткакомпоновкиданных ' +\n 'типпериодакомпоновкиданных типразмещениятекстакомпоновкиданных типсвязинаборовданныхкомпоновкиданных типэлементарезультатакомпоновкиданных ' +\n 'расположениелегендыдиаграммыкомпоновкиданных типпримененияотборакомпоновкиданных режимотображенияэлементанастройкикомпоновкиданных ' +\n 'режимотображениянастроеккомпоновкиданных состояниеэлементанастройкикомпоновкиданных способвосстановлениянастроеккомпоновкиданных ' +\n 'режимкомпоновкирезультата использованиепараметракомпоновкиданных автопозицияресурсовкомпоновкиданных '+\n 'вариантиспользованиягруппировкикомпоновкиданных расположениересурсоввдиаграммекомпоновкиданных фиксациякомпоновкиданных ' +\n 'использованиеусловногооформлениякомпоновкиданных ';\n\n // v8 системные перечисления - почта ==> class\n var v8_system_enums_email =\n 'важностьинтернетпочтовогосообщения обработкатекстаинтернетпочтовогосообщения способкодированияинтернетпочтовоговложения ' +\n 'способкодированиянеasciiсимволовинтернетпочтовогосообщения типтекстапочтовогосообщения протоколинтернетпочты ' +\n 'статусразборапочтовогосообщения ';\n\n // v8 системные перечисления - журнал регистрации ==> class\n var v8_system_enums_logbook =\n 'режимтранзакциизаписижурналарегистрации статустранзакциизаписижурналарегистрации уровеньжурналарегистрации ';\n\n // v8 системные перечисления - криптография ==> class\n var v8_system_enums_cryptography =\n 'расположениехранилищасертификатовкриптографии режимвключениясертификатовкриптографии режимпроверкисертификатакриптографии ' +\n 'типхранилищасертификатовкриптографии ';\n\n // v8 системные перечисления - ZIP ==> class\n var v8_system_enums_zip =\n 'кодировкаименфайловвzipфайле методсжатияzip методшифрованияzip режимвосстановленияпутейфайловzip режимобработкиподкаталоговzip ' +\n 'режимсохраненияпутейzip уровеньсжатияzip ';\n\n // v8 системные перечисления - \n // Блокировка данных, Фоновые задания, Автоматизированное тестирование,\n // Доставляемые уведомления, Встроенные покупки, Интернет, Работа с двоичными данными ==> class\n var v8_system_enums_other =\n 'звуковоеоповещение направлениепереходакстроке позициявпотоке порядокбайтов режимблокировкиданных режимуправленияблокировкойданных ' +\n 'сервисвстроенныхпокупок состояниефоновогозадания типподписчикадоставляемыхуведомлений уровеньиспользованиязащищенногосоединенияftp ';\n\n // v8 системные перечисления - схема запроса ==> class\n var v8_system_enums_request_schema =\n 'направлениепорядкасхемызапроса типдополненияпериодамисхемызапроса типконтрольнойточкисхемызапроса типобъединениясхемызапроса ' +\n 'типпараметрадоступнойтаблицысхемызапроса типсоединениясхемызапроса ';\n\n // v8 системные перечисления - свойства объектов метаданных ==> class\n var v8_system_enums_properties_of_metadata_objects =\n 'httpметод автоиспользованиеобщегореквизита автопрефиксномеразадачи вариантвстроенногоязыка видиерархии видрегистранакопления ' +\n 'видтаблицывнешнегоисточникаданных записьдвиженийприпроведении заполнениепоследовательностей индексирование ' +\n 'использованиебазыпланавидоврасчета использованиебыстроговыбора использованиеобщегореквизита использованиеподчинения ' +\n 'использованиеполнотекстовогопоиска использованиеразделяемыхданныхобщегореквизита использованиереквизита ' +\n 'назначениеиспользованияприложения назначениерасширенияконфигурации направлениепередачи обновлениепредопределенныхданных ' +\n 'оперативноепроведение основноепредставлениевидарасчета основноепредставлениевидахарактеристики основноепредставлениезадачи ' +\n 'основноепредставлениепланаобмена основноепредставлениесправочника основноепредставлениесчета перемещениеграницыприпроведении ' +\n 'периодичностьномерабизнеспроцесса периодичностьномерадокумента периодичностьрегистрарасчета периодичностьрегистрасведений ' +\n 'повторноеиспользованиевозвращаемыхзначений полнотекстовыйпоискпривводепостроке принадлежностьобъекта проведение ' +\n 'разделениеаутентификацииобщегореквизита разделениеданныхобщегореквизита разделениерасширенийконфигурацииобщегореквизита '+\n 'режимавтонумерацииобъектов режимзаписирегистра режимиспользованиямодальности ' +\n 'режимиспользованиясинхронныхвызововрасширенийплатформыивнешнихкомпонент режимповторногоиспользованиясеансов ' +\n 'режимполученияданныхвыборапривводепостроке режимсовместимости режимсовместимостиинтерфейса ' +\n 'режимуправленияблокировкойданныхпоумолчанию сериикодовпланавидовхарактеристик сериикодовпланасчетов ' +\n 'сериикодовсправочника созданиепривводе способвыбора способпоискастрокипривводепостроке способредактирования ' +\n 'типданныхтаблицывнешнегоисточникаданных типкодапланавидоврасчета типкодасправочника типмакета типномерабизнеспроцесса ' +\n 'типномерадокумента типномеразадачи типформы удалениедвижений ';\n\n // v8 системные перечисления - разные ==> class\n var v8_system_enums_differents =\n 'важностьпроблемыприменениярасширенияконфигурации вариантинтерфейсаклиентскогоприложения вариантмасштабаформклиентскогоприложения ' +\n 'вариантосновногошрифтаклиентскогоприложения вариантстандартногопериода вариантстандартнойдатыначала видграницы видкартинки ' +\n 'видотображенияполнотекстовогопоиска видрамки видсравнения видцвета видчисловогозначения видшрифта допустимаядлина допустимыйзнак ' +\n 'использованиеbyteordermark использованиеметаданныхполнотекстовогопоиска источникрасширенийконфигурации клавиша кодвозвратадиалога ' +\n 'кодировкаxbase кодировкатекста направлениепоиска направлениесортировки обновлениепредопределенныхданных обновлениеприизмененииданных ' +\n 'отображениепанелиразделов проверказаполнения режимдиалогавопрос режимзапускаклиентскогоприложения режимокругления режимоткрытияформприложения ' +\n 'режимполнотекстовогопоиска скоростьклиентскогосоединения состояниевнешнегоисточникаданных состояниеобновленияконфигурациибазыданных ' +\n 'способвыборасертификатаwindows способкодированиястроки статуссообщения типвнешнейкомпоненты типплатформы типповеденияклавишиenter ' +\n 'типэлементаинформацииовыполненииобновленияконфигурациибазыданных уровеньизоляциитранзакций хешфункция частидаты';\n\n // class: встроенные наборы значений, системные перечисления (содержат дочерние значения, обращения к которым через разыменование)\n var CLASS =\n v8_system_sets_of_values +\n v8_system_enums_interface +\n v8_system_enums_objects_properties +\n v8_system_enums_exchange_plans +\n v8_system_enums_tabular_document +\n v8_system_enums_sheduler +\n v8_system_enums_formatted_document +\n v8_system_enums_query +\n v8_system_enums_report_builder +\n v8_system_enums_files +\n v8_system_enums_query_builder +\n v8_system_enums_data_analysis +\n v8_system_enums_xml_json_xs_dom_xdto_ws +\n v8_system_enums_data_composition_system +\n v8_system_enums_email +\n v8_system_enums_logbook +\n v8_system_enums_cryptography +\n v8_system_enums_zip +\n v8_system_enums_other +\n v8_system_enums_request_schema +\n v8_system_enums_properties_of_metadata_objects +\n v8_system_enums_differents;\n\n // v8 общие объекты (у объектов есть конструктор, экземпляры создаются методом НОВЫЙ) ==> type\n var v8_shared_object =\n 'comобъект ftpсоединение httpзапрос httpсервисответ httpсоединение wsопределения wsпрокси xbase анализданных аннотацияxs ' +\n 'блокировкаданных буфердвоичныхданных включениеxs выражениекомпоновкиданных генераторслучайныхчисел географическаясхема ' +\n 'географическиекоординаты графическаясхема группамоделиxs данныерасшифровкикомпоновкиданных двоичныеданные дендрограмма ' +\n 'диаграмма диаграммаганта диалогвыборафайла диалогвыборацвета диалогвыборашрифта диалограсписаниярегламентногозадания ' +\n 'диалогредактированиястандартногопериода диапазон документdom документhtml документацияxs доставляемоеуведомление ' +\n 'записьdom записьfastinfoset записьhtml записьjson записьxml записьzipфайла записьданных записьтекста записьузловdom ' +\n 'запрос защищенноесоединениеopenssl значенияполейрасшифровкикомпоновкиданных извлечениетекста импортxs интернетпочта ' +\n 'интернетпочтовоесообщение интернетпочтовыйпрофиль интернетпрокси интернетсоединение информациядляприложенияxs ' +\n 'использованиеатрибутаxs использованиесобытияжурналарегистрации источникдоступныхнастроеккомпоновкиданных ' +\n 'итераторузловdom картинка квалификаторыдаты квалификаторыдвоичныхданных квалификаторыстроки квалификаторычисла ' +\n 'компоновщикмакетакомпоновкиданных компоновщикнастроеккомпоновкиданных конструктормакетаоформлениякомпоновкиданных ' +\n 'конструкторнастроеккомпоновкиданных конструкторформатнойстроки линия макеткомпоновкиданных макетобластикомпоновкиданных ' +\n 'макетоформлениякомпоновкиданных маскаxs менеджеркриптографии наборсхемxml настройкикомпоновкиданных настройкисериализацииjson ' +\n 'обработкакартинок обработкарасшифровкикомпоновкиданных обходдереваdom объявлениеатрибутаxs объявлениенотацииxs ' +\n 'объявлениеэлементаxs описаниеиспользованиясобытиядоступжурналарегистрации ' +\n 'описаниеиспользованиясобытияотказвдоступежурналарегистрации описаниеобработкирасшифровкикомпоновкиданных ' +\n 'описаниепередаваемогофайла описаниетипов определениегруппыатрибутовxs определениегруппымоделиxs ' +\n 'определениеограниченияидентичностиxs определениепростоготипаxs определениесоставноготипаxs определениетипадокументаdom ' +\n 'определенияxpathxs отборкомпоновкиданных пакетотображаемыхдокументов параметрвыбора параметркомпоновкиданных ' +\n 'параметрызаписиjson параметрызаписиxml параметрычтенияxml переопределениеxs планировщик полеанализаданных ' +\n 'полекомпоновкиданных построительdom построительзапроса построительотчета построительотчетаанализаданных ' +\n 'построительсхемxml поток потоквпамяти почта почтовоесообщение преобразованиеxsl преобразованиекканоническомуxml ' +\n 'процессорвыводарезультатакомпоновкиданныхвколлекциюзначений процессорвыводарезультатакомпоновкиданныхвтабличныйдокумент ' +\n 'процессоркомпоновкиданных разыменовательпространствименdom рамка расписаниерегламентногозадания расширенноеимяxml ' +\n 'результатчтенияданных своднаядиаграмма связьпараметравыбора связьпотипу связьпотипукомпоновкиданных сериализаторxdto ' +\n 'сертификатклиентаwindows сертификатклиентафайл сертификаткриптографии сертификатыудостоверяющихцентровwindows ' +\n 'сертификатыудостоверяющихцентровфайл сжатиеданных системнаяинформация сообщениепользователю сочетаниеклавиш ' +\n 'сравнениезначений стандартнаядатаначала стандартныйпериод схемаxml схемакомпоновкиданных табличныйдокумент ' +\n 'текстовыйдокумент тестируемоеприложение типданныхxml уникальныйидентификатор фабрикаxdto файл файловыйпоток ' +\n 'фасетдлиныxs фасетколичестваразрядовдробнойчастиxs фасетмаксимальноговключающегозначенияxs ' +\n 'фасетмаксимальногоисключающегозначенияxs фасетмаксимальнойдлиныxs фасетминимальноговключающегозначенияxs ' +\n 'фасетминимальногоисключающегозначенияxs фасетминимальнойдлиныxs фасетобразцаxs фасетобщегоколичестваразрядовxs ' +\n 'фасетперечисленияxs фасетпробельныхсимволовxs фильтрузловdom форматированнаястрока форматированныйдокумент ' +\n 'фрагментxs хешированиеданных хранилищезначения цвет чтениеfastinfoset чтениеhtml чтениеjson чтениеxml чтениеzipфайла ' +\n 'чтениеданных чтениетекста чтениеузловdom шрифт элементрезультатакомпоновкиданных ';\n\n // v8 универсальные коллекции значений ==> type\n var v8_universal_collection =\n 'comsafearray деревозначений массив соответствие списокзначений структура таблицазначений фиксированнаяструктура ' +\n 'фиксированноесоответствие фиксированныймассив ';\n\n // type : встроенные типы\n var TYPE =\n v8_shared_object +\n v8_universal_collection;\n\n // literal : примитивные типы\n var LITERAL = 'null истина ложь неопределено';\n \n // number : числа\n var NUMBERS = hljs.inherit(hljs.NUMBER_MODE);\n\n // string : строки\n var STRINGS = {\n className: 'string',\n begin: '\"|\\\\|', end: '\"|$',\n contains: [{begin: '\"\"'}]\n };\n\n // number : даты\n var DATE = {\n begin: \"'\", end: \"'\", excludeBegin: true, excludeEnd: true,\n contains: [\n {\n className: 'number',\n begin: '\\\\d{4}([\\\\.\\\\\\\\/:-]?\\\\d{2}){0,5}'\n }\n ]\n };\n \n // comment : комментарии\n var COMMENTS = hljs.inherit(hljs.C_LINE_COMMENT_MODE);\n \n // meta : инструкции препроцессора, директивы компиляции\n var META = {\n className: 'meta',\n lexemes: UNDERSCORE_IDENT_RE,\n begin: '#|&', end: '$',\n keywords: {'meta-keyword': KEYWORD + METAKEYWORD},\n contains: [\n COMMENTS\n ]\n };\n \n // symbol : метка goto\n var SYMBOL = {\n className: 'symbol',\n begin: '~', end: ';|:', excludeEnd: true\n }; \n \n // function : объявление процедур и функций\n var FUNCTION = {\n className: 'function',\n lexemes: UNDERSCORE_IDENT_RE,\n variants: [\n {begin: 'процедура|функция', end: '\\\\)', keywords: 'процедура функция'},\n {begin: 'конецпроцедуры|конецфункции', keywords: 'конецпроцедуры конецфункции'}\n ],\n contains: [\n {\n begin: '\\\\(', end: '\\\\)', endsParent : true,\n contains: [\n {\n className: 'params',\n lexemes: UNDERSCORE_IDENT_RE,\n begin: UNDERSCORE_IDENT_RE, end: ',', excludeEnd: true, endsWithParent: true,\n keywords: {\n keyword: 'знач',\n literal: LITERAL\n },\n contains: [\n NUMBERS,\n STRINGS,\n DATE\n ]\n },\n COMMENTS\n ]\n },\n hljs.inherit(hljs.TITLE_MODE, {begin: UNDERSCORE_IDENT_RE})\n ]\n };\n\n return {\n case_insensitive: true,\n lexemes: UNDERSCORE_IDENT_RE,\n keywords: {\n keyword: KEYWORD,\n built_in: BUILTIN,\n class: CLASS,\n type: TYPE,\n literal: LITERAL\n },\n contains: [\n META,\n FUNCTION,\n COMMENTS,\n SYMBOL,\n NUMBERS,\n STRINGS,\n DATE\n ] \n }\n};","module.exports = function(hljs) {\n var regexes = {\n ruleDeclaration: \"^[a-zA-Z][a-zA-Z0-9-]*\",\n unexpectedChars: \"[!@#$^&',?+~`|:]\"\n };\n\n var keywords = [\n \"ALPHA\",\n \"BIT\",\n \"CHAR\",\n \"CR\",\n \"CRLF\",\n \"CTL\",\n \"DIGIT\",\n \"DQUOTE\",\n \"HEXDIG\",\n \"HTAB\",\n \"LF\",\n \"LWSP\",\n \"OCTET\",\n \"SP\",\n \"VCHAR\",\n \"WSP\"\n ];\n\n var commentMode = hljs.COMMENT(\";\", \"$\");\n\n var terminalBinaryMode = {\n className: \"symbol\",\n begin: /%b[0-1]+(-[0-1]+|(\\.[0-1]+)+){0,1}/\n };\n\n var terminalDecimalMode = {\n className: \"symbol\",\n begin: /%d[0-9]+(-[0-9]+|(\\.[0-9]+)+){0,1}/\n };\n\n var terminalHexadecimalMode = {\n className: \"symbol\",\n begin: /%x[0-9A-F]+(-[0-9A-F]+|(\\.[0-9A-F]+)+){0,1}/,\n };\n\n var caseSensitivityIndicatorMode = {\n className: \"symbol\",\n begin: /%[si]/\n };\n\n var ruleDeclarationMode = {\n begin: regexes.ruleDeclaration + '\\\\s*=',\n returnBegin: true,\n end: /=/,\n relevance: 0,\n contains: [{className: \"attribute\", begin: regexes.ruleDeclaration}]\n };\n\n return {\n illegal: regexes.unexpectedChars,\n keywords: keywords.join(\" \"),\n contains: [\n ruleDeclarationMode,\n commentMode,\n terminalBinaryMode,\n terminalDecimalMode,\n terminalHexadecimalMode,\n caseSensitivityIndicatorMode,\n hljs.QUOTE_STRING_MODE,\n hljs.NUMBER_MODE\n ]\n };\n};","module.exports = function(hljs) {\n return {\n contains: [\n // IP\n {\n className: 'number',\n begin: '\\\\b\\\\d{1,3}\\\\.\\\\d{1,3}\\\\.\\\\d{1,3}\\\\.\\\\d{1,3}(:\\\\d{1,5})?\\\\b'\n },\n // Other numbers\n {\n className: 'number',\n begin: '\\\\b\\\\d+\\\\b',\n relevance: 0\n },\n // Requests\n {\n className: 'string',\n begin: '\"(GET|POST|HEAD|PUT|DELETE|CONNECT|OPTIONS|PATCH|TRACE)', end: '\"',\n keywords: 'GET POST HEAD PUT DELETE CONNECT OPTIONS PATCH TRACE',\n illegal: '\\\\n',\n relevance: 10\n },\n // Dates\n {\n className: 'string',\n begin: /\\[/, end: /\\]/,\n illegal: '\\\\n'\n },\n // Strings\n {\n className: 'string',\n begin: '\"', end: '\"',\n illegal: '\\\\n'\n }\n ]\n };\n};","module.exports = function(hljs) {\n var IDENT_RE = '[a-zA-Z_$][a-zA-Z0-9_$]*';\n var IDENT_FUNC_RETURN_TYPE_RE = '([*]|[a-zA-Z_$][a-zA-Z0-9_$]*)';\n\n var AS3_REST_ARG_MODE = {\n className: 'rest_arg',\n begin: '[.]{3}', end: IDENT_RE,\n relevance: 10\n };\n\n return {\n aliases: ['as'],\n keywords: {\n keyword: 'as break case catch class const continue default delete do dynamic each ' +\n 'else extends final finally for function get if implements import in include ' +\n 'instanceof interface internal is namespace native new override package private ' +\n 'protected public return set static super switch this throw try typeof use var void ' +\n 'while with',\n literal: 'true false null undefined'\n },\n contains: [\n hljs.APOS_STRING_MODE,\n hljs.QUOTE_STRING_MODE,\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'class',\n beginKeywords: 'package', end: '{',\n contains: [hljs.TITLE_MODE]\n },\n {\n className: 'class',\n beginKeywords: 'class interface', end: '{', excludeEnd: true,\n contains: [\n {\n beginKeywords: 'extends implements'\n },\n hljs.TITLE_MODE\n ]\n },\n {\n className: 'meta',\n beginKeywords: 'import include', end: ';',\n keywords: {'meta-keyword': 'import include'}\n },\n {\n className: 'function',\n beginKeywords: 'function', end: '[{;]', excludeEnd: true,\n illegal: '\\\\S',\n contains: [\n hljs.TITLE_MODE,\n {\n className: 'params',\n begin: '\\\\(', end: '\\\\)',\n contains: [\n hljs.APOS_STRING_MODE,\n hljs.QUOTE_STRING_MODE,\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n AS3_REST_ARG_MODE\n ]\n },\n {\n begin: ':\\\\s*' + IDENT_FUNC_RETURN_TYPE_RE\n }\n ]\n },\n hljs.METHOD_GUARD\n ],\n illegal: /#/\n };\n};","module.exports = // We try to support full Ada2012\n//\n// We highlight all appearances of types, keywords, literals (string, char, number, bool)\n// and titles (user defined function/procedure/package)\n// CSS classes are set accordingly\n//\n// Languages causing problems for language detection:\n// xml (broken by Foo : Bar type), elm (broken by Foo : Bar type), vbscript-html (broken by body keyword)\n// sql (ada default.txt has a lot of sql keywords)\n\nfunction(hljs) {\n // Regular expression for Ada numeric literals.\n // stolen form the VHDL highlighter\n\n // Decimal literal:\n var INTEGER_RE = '\\\\d(_|\\\\d)*';\n var EXPONENT_RE = '[eE][-+]?' + INTEGER_RE;\n var DECIMAL_LITERAL_RE = INTEGER_RE + '(\\\\.' + INTEGER_RE + ')?' + '(' + EXPONENT_RE + ')?';\n\n // Based literal:\n var BASED_INTEGER_RE = '\\\\w+';\n var BASED_LITERAL_RE = INTEGER_RE + '#' + BASED_INTEGER_RE + '(\\\\.' + BASED_INTEGER_RE + ')?' + '#' + '(' + EXPONENT_RE + ')?';\n\n var NUMBER_RE = '\\\\b(' + BASED_LITERAL_RE + '|' + DECIMAL_LITERAL_RE + ')';\n\n // Identifier regex\n var ID_REGEX = '[A-Za-z](_?[A-Za-z0-9.])*';\n\n // bad chars, only allowed in literals\n var BAD_CHARS = '[]{}%#\\'\\\"'\n\n // Ada doesn't have block comments, only line comments\n var COMMENTS = hljs.COMMENT('--', '$');\n\n // variable declarations of the form\n // Foo : Bar := Baz;\n // where only Bar will be highlighted\n var VAR_DECLS = {\n // TODO: These spaces are not required by the Ada syntax\n // however, I have yet to see handwritten Ada code where\n // someone does not put spaces around :\n begin: '\\\\s+:\\\\s+', end: '\\\\s*(:=|;|\\\\)|=>|$)',\n // endsWithParent: true,\n // returnBegin: true,\n illegal: BAD_CHARS,\n contains: [\n {\n // workaround to avoid highlighting\n // named loops and declare blocks\n beginKeywords: 'loop for declare others',\n endsParent: true,\n },\n {\n // properly highlight all modifiers\n className: 'keyword',\n beginKeywords: 'not null constant access function procedure in out aliased exception'\n },\n {\n className: 'type',\n begin: ID_REGEX,\n endsParent: true,\n relevance: 0,\n }\n ]\n };\n\n return {\n case_insensitive: true,\n keywords: {\n keyword:\n 'abort else new return abs elsif not reverse abstract end ' +\n 'accept entry select access exception of separate aliased exit or some ' +\n 'all others subtype and for out synchronized array function overriding ' +\n 'at tagged generic package task begin goto pragma terminate ' +\n 'body private then if procedure type case in protected constant interface ' +\n 'is raise use declare range delay limited record when delta loop rem while ' +\n 'digits renames with do mod requeue xor',\n literal:\n 'True False',\n },\n contains: [\n COMMENTS,\n // strings \"foobar\"\n {\n className: 'string',\n begin: /\"/, end: /\"/,\n contains: [{begin: /\"\"/, relevance: 0}]\n },\n // characters ''\n {\n // character literals always contain one char\n className: 'string',\n begin: /'.'/\n },\n {\n // number literals\n className: 'number',\n begin: NUMBER_RE,\n relevance: 0\n },\n {\n // Attributes\n className: 'symbol',\n begin: \"'\" + ID_REGEX,\n },\n {\n // package definition, maybe inside generic\n className: 'title',\n begin: '(\\\\bwith\\\\s+)?(\\\\bprivate\\\\s+)?\\\\bpackage\\\\s+(\\\\bbody\\\\s+)?', end: '(is|$)',\n keywords: 'package body',\n excludeBegin: true,\n excludeEnd: true,\n illegal: BAD_CHARS\n },\n {\n // function/procedure declaration/definition\n // maybe inside generic\n begin: '(\\\\b(with|overriding)\\\\s+)?\\\\b(function|procedure)\\\\s+', end: '(\\\\bis|\\\\bwith|\\\\brenames|\\\\)\\\\s*;)',\n keywords: 'overriding function procedure with is renames return',\n // we need to re-match the 'function' keyword, so that\n // the title mode below matches only exactly once\n returnBegin: true,\n contains:\n [\n COMMENTS,\n {\n // name of the function/procedure\n className: 'title',\n begin: '(\\\\bwith\\\\s+)?\\\\b(function|procedure)\\\\s+',\n end: '(\\\\(|\\\\s+|$)',\n excludeBegin: true,\n excludeEnd: true,\n illegal: BAD_CHARS\n },\n // 'self'\n // // parameter types\n VAR_DECLS,\n {\n // return type\n className: 'type',\n begin: '\\\\breturn\\\\s+', end: '(\\\\s+|;|$)',\n keywords: 'return',\n excludeBegin: true,\n excludeEnd: true,\n // we are done with functions\n endsParent: true,\n illegal: BAD_CHARS\n\n },\n ]\n },\n {\n // new type declarations\n // maybe inside generic\n className: 'type',\n begin: '\\\\b(sub)?type\\\\s+', end: '\\\\s+',\n keywords: 'type',\n excludeBegin: true,\n illegal: BAD_CHARS\n },\n\n // see comment above the definition\n VAR_DECLS,\n\n // no markup\n // relevance boosters for small snippets\n // {begin: '\\\\s*=>\\\\s*'},\n // {begin: '\\\\s*:=\\\\s*'},\n // {begin: '\\\\s+:=\\\\s+'},\n ]\n };\n};","module.exports = function(hljs) {\n var builtInTypeMode = {\n className: 'built_in',\n begin: '\\\\b(void|bool|int|int8|int16|int32|int64|uint|uint8|uint16|uint32|uint64|string|ref|array|double|float|auto|dictionary)'\n };\n\n var objectHandleMode = {\n className: 'symbol',\n begin: '[a-zA-Z0-9_]+@'\n };\n\n var genericMode = {\n className: 'keyword',\n begin: '<', end: '>',\n contains: [ builtInTypeMode, objectHandleMode ]\n };\n\n builtInTypeMode.contains = [ genericMode ];\n objectHandleMode.contains = [ genericMode ];\n\n return {\n aliases: [ 'asc' ],\n\n keywords:\n 'for in|0 break continue while do|0 return if else case switch namespace is cast ' +\n 'or and xor not get|0 in inout|10 out override set|0 private public const default|0 ' +\n 'final shared external mixin|10 enum typedef funcdef this super import from interface ' +\n 'abstract|0 try catch protected explicit',\n\n // avoid close detection with C# and JS\n illegal: '(^using\\\\s+[A-Za-z0-9_\\\\.]+;$|\\\\bfunction\\s*[^\\\\(])',\n\n contains: [\n { // 'strings'\n className: 'string',\n begin: '\\'', end: '\\'',\n illegal: '\\\\n',\n contains: [ hljs.BACKSLASH_ESCAPE ],\n relevance: 0\n },\n\n { // \"strings\"\n className: 'string',\n begin: '\"', end: '\"',\n illegal: '\\\\n',\n contains: [ hljs.BACKSLASH_ESCAPE ],\n relevance: 0\n },\n\n // \"\"\"heredoc strings\"\"\"\n {\n className: 'string',\n begin: '\"\"\"', end: '\"\"\"'\n },\n\n hljs.C_LINE_COMMENT_MODE, // single-line comments\n hljs.C_BLOCK_COMMENT_MODE, // comment blocks\n\n { // interface or namespace declaration\n beginKeywords: 'interface namespace', end: '{',\n illegal: '[;.\\\\-]',\n contains: [\n { // interface or namespace name\n className: 'symbol',\n begin: '[a-zA-Z0-9_]+'\n }\n ]\n },\n\n { // class declaration\n beginKeywords: 'class', end: '{',\n illegal: '[;.\\\\-]',\n contains: [\n { // class name\n className: 'symbol',\n begin: '[a-zA-Z0-9_]+',\n contains: [\n {\n begin: '[:,]\\\\s*',\n contains: [\n {\n className: 'symbol',\n begin: '[a-zA-Z0-9_]+'\n }\n ]\n }\n ]\n }\n ]\n },\n\n builtInTypeMode, // built-in types\n objectHandleMode, // object handles\n\n { // literals\n className: 'literal',\n begin: '\\\\b(null|true|false)'\n },\n\n { // numbers\n className: 'number',\n begin: '(-?)(\\\\b0[xX][a-fA-F0-9]+|(\\\\b\\\\d+(\\\\.\\\\d*)?f?|\\\\.\\\\d+f?)([eE][-+]?\\\\d+f?)?)'\n }\n ]\n };\n};","module.exports = function(hljs) {\n var NUMBER = {className: 'number', begin: '[\\\\$%]\\\\d+'};\n return {\n aliases: ['apacheconf'],\n case_insensitive: true,\n contains: [\n hljs.HASH_COMMENT_MODE,\n {className: 'section', begin: ''},\n {\n className: 'attribute',\n begin: /\\w+/,\n relevance: 0,\n // keywords aren’t needed for highlighting per se, they only boost relevance\n // for a very generally defined mode (starts with a word, ends with line-end\n keywords: {\n nomarkup:\n 'order deny allow setenv rewriterule rewriteengine rewritecond documentroot ' +\n 'sethandler errordocument loadmodule options header listen serverroot ' +\n 'servername'\n },\n starts: {\n end: /$/,\n relevance: 0,\n keywords: {\n literal: 'on off all'\n },\n contains: [\n {\n className: 'meta',\n begin: '\\\\s\\\\[', end: '\\\\]$'\n },\n {\n className: 'variable',\n begin: '[\\\\$%]\\\\{', end: '\\\\}',\n contains: ['self', NUMBER]\n },\n NUMBER,\n hljs.QUOTE_STRING_MODE\n ]\n }\n }\n ],\n illegal: /\\S/\n };\n};","module.exports = function(hljs) {\n var STRING = hljs.inherit(hljs.QUOTE_STRING_MODE, {illegal: ''});\n var PARAMS = {\n className: 'params',\n begin: '\\\\(', end: '\\\\)',\n contains: ['self', hljs.C_NUMBER_MODE, STRING]\n };\n var COMMENT_MODE_1 = hljs.COMMENT('--', '$');\n var COMMENT_MODE_2 = hljs.COMMENT(\n '\\\\(\\\\*',\n '\\\\*\\\\)',\n {\n contains: ['self', COMMENT_MODE_1] //allow nesting\n }\n );\n var COMMENTS = [\n COMMENT_MODE_1,\n COMMENT_MODE_2,\n hljs.HASH_COMMENT_MODE\n ];\n\n return {\n aliases: ['osascript'],\n keywords: {\n keyword:\n 'about above after against and around as at back before beginning ' +\n 'behind below beneath beside between but by considering ' +\n 'contain contains continue copy div does eighth else end equal ' +\n 'equals error every exit fifth first for fourth from front ' +\n 'get given global if ignoring in into is it its last local me ' +\n 'middle mod my ninth not of on onto or over prop property put ref ' +\n 'reference repeat returning script second set seventh since ' +\n 'sixth some tell tenth that the|0 then third through thru ' +\n 'timeout times to transaction try until where while whose with ' +\n 'without',\n literal:\n 'AppleScript false linefeed return pi quote result space tab true',\n built_in:\n 'alias application boolean class constant date file integer list ' +\n 'number real record string text ' +\n 'activate beep count delay launch log offset read round ' +\n 'run say summarize write ' +\n 'character characters contents day frontmost id item length ' +\n 'month name paragraph paragraphs rest reverse running time version ' +\n 'weekday word words year'\n },\n contains: [\n STRING,\n hljs.C_NUMBER_MODE,\n {\n className: 'built_in',\n begin:\n '\\\\b(clipboard info|the clipboard|info for|list (disks|folder)|' +\n 'mount volume|path to|(close|open for) access|(get|set) eof|' +\n 'current date|do shell script|get volume settings|random number|' +\n 'set volume|system attribute|system info|time to GMT|' +\n '(load|run|store) script|scripting components|' +\n 'ASCII (character|number)|localized string|' +\n 'choose (application|color|file|file name|' +\n 'folder|from list|remote application|URL)|' +\n 'display (alert|dialog))\\\\b|^\\\\s*return\\\\b'\n },\n {\n className: 'literal',\n begin:\n '\\\\b(text item delimiters|current application|missing value)\\\\b'\n },\n {\n className: 'keyword',\n begin:\n '\\\\b(apart from|aside from|instead of|out of|greater than|' +\n \"isn't|(doesn't|does not) (equal|come before|come after|contain)|\" +\n '(greater|less) than( or equal)?|(starts?|ends|begins?) with|' +\n 'contained by|comes (before|after)|a (ref|reference)|POSIX file|' +\n 'POSIX path|(date|time) string|quoted form)\\\\b'\n },\n {\n beginKeywords: 'on',\n illegal: '[${=;\\\\n]',\n contains: [hljs.UNDERSCORE_TITLE_MODE, PARAMS]\n }\n ].concat(COMMENTS),\n illegal: '//|->|=>|\\\\[\\\\['\n };\n};","module.exports = function(hljs) {\n var IDENT_RE = '[A-Za-z_][0-9A-Za-z_]*';\n var KEYWORDS = {\n keyword:\n 'if for while var new function do return void else break',\n literal:\n 'true false null undefined NaN Infinity PI BackSlash DoubleQuote ForwardSlash NewLine SingleQuote Tab',\n built_in:\n 'Abs Acos Area AreaGeodetic Asin Atan Atan2 Average Boolean Buffer BufferGeodetic ' +\n 'Ceil Centroid Clip Console Constrain Contains Cos Count Crosses Cut Date DateAdd ' +\n 'DateDiff Day Decode DefaultValue Dictionary Difference Disjoint Distance Distinct ' +\n 'DomainCode DomainName Equals Exp Extent Feature FeatureSet FeatureSetById FeatureSetByTitle ' +\n 'FeatureSetByUrl Filter First Floor Geometry Guid HasKey Hour IIf IndexOf Intersection ' +\n 'Intersects IsEmpty Length LengthGeodetic Log Max Mean Millisecond Min Minute Month ' +\n 'MultiPartToSinglePart Multipoint NextSequenceValue Now Number OrderBy Overlaps Point Polygon ' +\n 'Polyline Pow Random Relate Reverse Round Second SetGeometry Sin Sort Sqrt Stdev Sum ' +\n 'SymmetricDifference Tan Text Timestamp Today ToLocal Top Touches ToUTC TypeOf Union Variance ' +\n 'Weekday When Within Year '\n };\n var EXPRESSIONS;\n var SYMBOL = {\n className: 'symbol',\n begin: '\\\\$[feature|layer|map|value|view]+'\n };\n var NUMBER = {\n className: 'number',\n variants: [\n { begin: '\\\\b(0[bB][01]+)' },\n { begin: '\\\\b(0[oO][0-7]+)' },\n { begin: hljs.C_NUMBER_RE }\n ],\n relevance: 0\n };\n var SUBST = {\n className: 'subst',\n begin: '\\\\$\\\\{', end: '\\\\}',\n keywords: KEYWORDS,\n contains: [] // defined later\n };\n var TEMPLATE_STRING = {\n className: 'string',\n begin: '`', end: '`',\n contains: [\n hljs.BACKSLASH_ESCAPE,\n SUBST\n ]\n };\n SUBST.contains = [\n hljs.APOS_STRING_MODE,\n hljs.QUOTE_STRING_MODE,\n TEMPLATE_STRING,\n NUMBER,\n hljs.REGEXP_MODE\n ];\n var PARAMS_CONTAINS = SUBST.contains.concat([\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_LINE_COMMENT_MODE\n ]);\n\n return {\n aliases: ['arcade'],\n keywords: KEYWORDS,\n contains: [\n hljs.APOS_STRING_MODE,\n hljs.QUOTE_STRING_MODE,\n TEMPLATE_STRING,\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n SYMBOL,\n NUMBER,\n { // object attr container\n begin: /[{,]\\s*/, relevance: 0,\n contains: [\n {\n begin: IDENT_RE + '\\\\s*:', returnBegin: true,\n relevance: 0,\n contains: [{className: 'attr', begin: IDENT_RE, relevance: 0}]\n }\n ]\n },\n { // \"value\" container\n begin: '(' + hljs.RE_STARTERS_RE + '|\\\\b(return)\\\\b)\\\\s*',\n keywords: 'return',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.REGEXP_MODE,\n {\n className: 'function',\n begin: '(\\\\(.*?\\\\)|' + IDENT_RE + ')\\\\s*=>', returnBegin: true,\n end: '\\\\s*=>',\n contains: [\n {\n className: 'params',\n variants: [\n {\n begin: IDENT_RE\n },\n {\n begin: /\\(\\s*\\)/,\n },\n {\n begin: /\\(/, end: /\\)/,\n excludeBegin: true, excludeEnd: true,\n keywords: KEYWORDS,\n contains: PARAMS_CONTAINS\n }\n ]\n }\n ]\n }\n ],\n relevance: 0\n },\n {\n className: 'function',\n beginKeywords: 'function', end: /\\{/, excludeEnd: true,\n contains: [\n hljs.inherit(hljs.TITLE_MODE, {begin: IDENT_RE}),\n {\n className: 'params',\n begin: /\\(/, end: /\\)/,\n excludeBegin: true,\n excludeEnd: true,\n contains: PARAMS_CONTAINS\n }\n ],\n illegal: /\\[|%/\n },\n {\n begin: /\\$[(.]/\n }\n ],\n illegal: /#(?!!)/\n };\n};","module.exports = function(hljs) {\n var CPP_PRIMITIVE_TYPES = {\n className: 'keyword',\n begin: '\\\\b[a-z\\\\d_]*_t\\\\b'\n };\n\n var STRINGS = {\n className: 'string',\n variants: [\n {\n begin: '(u8?|U|L)?\"', end: '\"',\n illegal: '\\\\n',\n contains: [hljs.BACKSLASH_ESCAPE]\n },\n { begin: /(?:u8?|U|L)?R\"([^()\\\\ ]{0,16})\\((?:.|\\n)*?\\)\\1\"/ },\n {\n begin: '\\'\\\\\\\\?.', end: '\\'',\n illegal: '.'\n }\n ]\n };\n\n var NUMBERS = {\n className: 'number',\n variants: [\n { begin: '\\\\b(0b[01\\']+)' },\n { begin: '(-?)\\\\b([\\\\d\\']+(\\\\.[\\\\d\\']*)?|\\\\.[\\\\d\\']+)(u|U|l|L|ul|UL|f|F|b|B)' },\n { begin: '(-?)(\\\\b0[xX][a-fA-F0-9\\']+|(\\\\b[\\\\d\\']+(\\\\.[\\\\d\\']*)?|\\\\.[\\\\d\\']+)([eE][-+]?[\\\\d\\']+)?)' }\n ],\n relevance: 0\n };\n\n var PREPROCESSOR = {\n className: 'meta',\n begin: /#\\s*[a-z]+\\b/, end: /$/,\n keywords: {\n 'meta-keyword':\n 'if else elif endif define undef warning error line ' +\n 'pragma ifdef ifndef include'\n },\n contains: [\n {\n begin: /\\\\\\n/, relevance: 0\n },\n hljs.inherit(STRINGS, {className: 'meta-string'}),\n {\n className: 'meta-string',\n begin: /<[^\\n>]*>/, end: /$/,\n illegal: '\\\\n',\n },\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE\n ]\n };\n\n var FUNCTION_TITLE = hljs.IDENT_RE + '\\\\s*\\\\(';\n\n var CPP_KEYWORDS = {\n keyword: 'int float while private char catch import module export virtual operator sizeof ' +\n 'dynamic_cast|10 typedef const_cast|10 const for static_cast|10 union namespace ' +\n 'unsigned long volatile static protected bool template mutable if public friend ' +\n 'do goto auto void enum else break extern using asm case typeid ' +\n 'short reinterpret_cast|10 default double register explicit signed typename try this ' +\n 'switch continue inline delete alignof constexpr decltype ' +\n 'noexcept static_assert thread_local restrict _Bool complex _Complex _Imaginary ' +\n 'atomic_bool atomic_char atomic_schar ' +\n 'atomic_uchar atomic_short atomic_ushort atomic_int atomic_uint atomic_long atomic_ulong atomic_llong ' +\n 'atomic_ullong new throw return ' +\n 'and or not',\n built_in: 'std string cin cout cerr clog stdin stdout stderr stringstream istringstream ostringstream ' +\n 'auto_ptr deque list queue stack vector map set bitset multiset multimap unordered_set ' +\n 'unordered_map unordered_multiset unordered_multimap array shared_ptr abort abs acos ' +\n 'asin atan2 atan calloc ceil cosh cos exit exp fabs floor fmod fprintf fputs free frexp ' +\n 'fscanf isalnum isalpha iscntrl isdigit isgraph islower isprint ispunct isspace isupper ' +\n 'isxdigit tolower toupper labs ldexp log10 log malloc realloc memchr memcmp memcpy memset modf pow ' +\n 'printf putchar puts scanf sinh sin snprintf sprintf sqrt sscanf strcat strchr strcmp ' +\n 'strcpy strcspn strlen strncat strncmp strncpy strpbrk strrchr strspn strstr tanh tan ' +\n 'vfprintf vprintf vsprintf endl initializer_list unique_ptr',\n literal: 'true false nullptr NULL'\n };\n\n var EXPRESSION_CONTAINS = [\n CPP_PRIMITIVE_TYPES,\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n NUMBERS,\n STRINGS\n ];\n\n return {\n aliases: ['c', 'cc', 'h', 'c++', 'h++', 'hpp', 'hh', 'hxx', 'cxx'],\n keywords: CPP_KEYWORDS,\n illegal: '',\n keywords: CPP_KEYWORDS,\n contains: ['self', CPP_PRIMITIVE_TYPES]\n },\n {\n begin: hljs.IDENT_RE + '::',\n keywords: CPP_KEYWORDS\n },\n {\n // This mode covers expression context where we can't expect a function\n // definition and shouldn't highlight anything that looks like one:\n // `return some()`, `else if()`, `(x*sum(1, 2))`\n variants: [\n {begin: /=/, end: /;/},\n {begin: /\\(/, end: /\\)/},\n {beginKeywords: 'new throw return else', end: /;/}\n ],\n keywords: CPP_KEYWORDS,\n contains: EXPRESSION_CONTAINS.concat([\n {\n begin: /\\(/, end: /\\)/,\n keywords: CPP_KEYWORDS,\n contains: EXPRESSION_CONTAINS.concat(['self']),\n relevance: 0\n }\n ]),\n relevance: 0\n },\n {\n className: 'function',\n begin: '(' + hljs.IDENT_RE + '[\\\\*&\\\\s]+)+' + FUNCTION_TITLE,\n returnBegin: true, end: /[{;=]/,\n excludeEnd: true,\n keywords: CPP_KEYWORDS,\n illegal: /[^\\w\\s\\*&]/,\n contains: [\n {\n begin: FUNCTION_TITLE, returnBegin: true,\n contains: [hljs.TITLE_MODE],\n relevance: 0\n },\n {\n className: 'params',\n begin: /\\(/, end: /\\)/,\n keywords: CPP_KEYWORDS,\n relevance: 0,\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n STRINGS,\n NUMBERS,\n CPP_PRIMITIVE_TYPES,\n // Count matching parentheses.\n {\n begin: /\\(/, end: /\\)/,\n keywords: CPP_KEYWORDS,\n relevance: 0,\n contains: [\n 'self',\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n STRINGS,\n NUMBERS,\n CPP_PRIMITIVE_TYPES\n ]\n }\n ]\n },\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n PREPROCESSOR\n ]\n },\n {\n className: 'class',\n beginKeywords: 'class struct', end: /[{;:]/,\n contains: [\n {begin: //, contains: ['self']}, // skip generic stuff\n hljs.TITLE_MODE\n ]\n }\n ]),\n exports: {\n preprocessor: PREPROCESSOR,\n strings: STRINGS,\n keywords: CPP_KEYWORDS\n }\n };\n};","module.exports = function(hljs) {\n var CPP = hljs.getLanguage('cpp').exports;\n\treturn {\n keywords: {\n keyword:\n 'boolean byte word string String array ' + CPP.keywords.keyword,\n built_in:\n 'setup loop while catch for if do goto try switch case else ' +\n 'default break continue return ' +\n 'KeyboardController MouseController SoftwareSerial ' +\n 'EthernetServer EthernetClient LiquidCrystal ' +\n 'RobotControl GSMVoiceCall EthernetUDP EsploraTFT ' +\n 'HttpClient RobotMotor WiFiClient GSMScanner ' +\n 'FileSystem Scheduler GSMServer YunClient YunServer ' +\n 'IPAddress GSMClient GSMModem Keyboard Ethernet ' +\n 'Console GSMBand Esplora Stepper Process ' +\n 'WiFiUDP GSM_SMS Mailbox USBHost Firmata PImage ' +\n 'Client Server GSMPIN FileIO Bridge Serial ' +\n 'EEPROM Stream Mouse Audio Servo File Task ' +\n 'GPRS WiFi Wire TFT GSM SPI SD ' +\n 'runShellCommandAsynchronously analogWriteResolution ' +\n 'retrieveCallingNumber printFirmwareVersion ' +\n 'analogReadResolution sendDigitalPortPair ' +\n 'noListenOnLocalhost readJoystickButton setFirmwareVersion ' +\n 'readJoystickSwitch scrollDisplayRight getVoiceCallStatus ' +\n 'scrollDisplayLeft writeMicroseconds delayMicroseconds ' +\n 'beginTransmission getSignalStrength runAsynchronously ' +\n 'getAsynchronously listenOnLocalhost getCurrentCarrier ' +\n 'readAccelerometer messageAvailable sendDigitalPorts ' +\n 'lineFollowConfig countryNameWrite runShellCommand ' +\n 'readStringUntil rewindDirectory readTemperature ' +\n 'setClockDivider readLightSensor endTransmission ' +\n 'analogReference detachInterrupt countryNameRead ' +\n 'attachInterrupt encryptionType readBytesUntil ' +\n 'robotNameWrite readMicrophone robotNameRead cityNameWrite ' +\n 'userNameWrite readJoystickY readJoystickX mouseReleased ' +\n 'openNextFile scanNetworks noInterrupts digitalWrite ' +\n 'beginSpeaker mousePressed isActionDone mouseDragged ' +\n 'displayLogos noAutoscroll addParameter remoteNumber ' +\n 'getModifiers keyboardRead userNameRead waitContinue ' +\n 'processInput parseCommand printVersion readNetworks ' +\n 'writeMessage blinkVersion cityNameRead readMessage ' +\n 'setDataMode parsePacket isListening setBitOrder ' +\n 'beginPacket isDirectory motorsWrite drawCompass ' +\n 'digitalRead clearScreen serialEvent rightToLeft ' +\n 'setTextSize leftToRight requestFrom keyReleased ' +\n 'compassRead analogWrite interrupts WiFiServer ' +\n 'disconnect playMelody parseFloat autoscroll ' +\n 'getPINUsed setPINUsed setTimeout sendAnalog ' +\n 'readSlider analogRead beginWrite createChar ' +\n 'motorsStop keyPressed tempoWrite readButton ' +\n 'subnetMask debugPrint macAddress writeGreen ' +\n 'randomSeed attachGPRS readString sendString ' +\n 'remotePort releaseAll mouseMoved background ' +\n 'getXChange getYChange answerCall getResult ' +\n 'voiceCall endPacket constrain getSocket writeJSON ' +\n 'getButton available connected findUntil readBytes ' +\n 'exitValue readGreen writeBlue startLoop IPAddress ' +\n 'isPressed sendSysex pauseMode gatewayIP setCursor ' +\n 'getOemKey tuneWrite noDisplay loadImage switchPIN ' +\n 'onRequest onReceive changePIN playFile noBuffer ' +\n 'parseInt overflow checkPIN knobRead beginTFT ' +\n 'bitClear updateIR bitWrite position writeRGB ' +\n 'highByte writeRed setSpeed readBlue noStroke ' +\n 'remoteIP transfer shutdown hangCall beginSMS ' +\n 'endWrite attached maintain noCursor checkReg ' +\n 'checkPUK shiftOut isValid shiftIn pulseIn ' +\n 'connect println localIP pinMode getIMEI ' +\n 'display noBlink process getBand running beginSD ' +\n 'drawBMP lowByte setBand release bitRead prepare ' +\n 'pointTo readRed setMode noFill remove listen ' +\n 'stroke detach attach noTone exists buffer ' +\n 'height bitSet circle config cursor random ' +\n 'IRread setDNS endSMS getKey micros ' +\n 'millis begin print write ready flush width ' +\n 'isPIN blink clear press mkdir rmdir close ' +\n 'point yield image BSSID click delay ' +\n 'read text move peek beep rect line open ' +\n 'seek fill size turn stop home find ' +\n 'step tone sqrt RSSI SSID ' +\n 'end bit tan cos sin pow map abs max ' +\n 'min get run put',\n literal:\n 'DIGITAL_MESSAGE FIRMATA_STRING ANALOG_MESSAGE ' +\n 'REPORT_DIGITAL REPORT_ANALOG INPUT_PULLUP ' +\n 'SET_PIN_MODE INTERNAL2V56 SYSTEM_RESET LED_BUILTIN ' +\n 'INTERNAL1V1 SYSEX_START INTERNAL EXTERNAL ' +\n 'DEFAULT OUTPUT INPUT HIGH LOW'\n },\n contains: [\n CPP.preprocessor,\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.APOS_STRING_MODE,\n hljs.QUOTE_STRING_MODE,\n hljs.C_NUMBER_MODE\n ]\n };\n};","module.exports = function(hljs) {\n //local labels: %?[FB]?[AT]?\\d{1,2}\\w+\n return {\n case_insensitive: true,\n aliases: ['arm'],\n lexemes: '\\\\.?' + hljs.IDENT_RE,\n keywords: {\n meta:\n //GNU preprocs\n '.2byte .4byte .align .ascii .asciz .balign .byte .code .data .else .end .endif .endm .endr .equ .err .exitm .extern .global .hword .if .ifdef .ifndef .include .irp .long .macro .rept .req .section .set .skip .space .text .word .arm .thumb .code16 .code32 .force_thumb .thumb_func .ltorg '+\n //ARM directives\n 'ALIAS ALIGN ARM AREA ASSERT ATTR CN CODE CODE16 CODE32 COMMON CP DATA DCB DCD DCDU DCDO DCFD DCFDU DCI DCQ DCQU DCW DCWU DN ELIF ELSE END ENDFUNC ENDIF ENDP ENTRY EQU EXPORT EXPORTAS EXTERN FIELD FILL FUNCTION GBLA GBLL GBLS GET GLOBAL IF IMPORT INCBIN INCLUDE INFO KEEP LCLA LCLL LCLS LTORG MACRO MAP MEND MEXIT NOFP OPT PRESERVE8 PROC QN READONLY RELOC REQUIRE REQUIRE8 RLIST FN ROUT SETA SETL SETS SN SPACE SUBT THUMB THUMBX TTL WHILE WEND ',\n built_in:\n 'r0 r1 r2 r3 r4 r5 r6 r7 r8 r9 r10 r11 r12 r13 r14 r15 '+ //standard registers\n 'pc lr sp ip sl sb fp '+ //typical regs plus backward compatibility\n 'a1 a2 a3 a4 v1 v2 v3 v4 v5 v6 v7 v8 f0 f1 f2 f3 f4 f5 f6 f7 '+ //more regs and fp\n 'p0 p1 p2 p3 p4 p5 p6 p7 p8 p9 p10 p11 p12 p13 p14 p15 '+ //coprocessor regs\n 'c0 c1 c2 c3 c4 c5 c6 c7 c8 c9 c10 c11 c12 c13 c14 c15 '+ //more coproc\n 'q0 q1 q2 q3 q4 q5 q6 q7 q8 q9 q10 q11 q12 q13 q14 q15 '+ //advanced SIMD NEON regs\n\n //program status registers\n 'cpsr_c cpsr_x cpsr_s cpsr_f cpsr_cx cpsr_cxs cpsr_xs cpsr_xsf cpsr_sf cpsr_cxsf '+\n 'spsr_c spsr_x spsr_s spsr_f spsr_cx spsr_cxs spsr_xs spsr_xsf spsr_sf spsr_cxsf '+\n\n //NEON and VFP registers\n 's0 s1 s2 s3 s4 s5 s6 s7 s8 s9 s10 s11 s12 s13 s14 s15 '+\n 's16 s17 s18 s19 s20 s21 s22 s23 s24 s25 s26 s27 s28 s29 s30 s31 '+\n 'd0 d1 d2 d3 d4 d5 d6 d7 d8 d9 d10 d11 d12 d13 d14 d15 '+\n 'd16 d17 d18 d19 d20 d21 d22 d23 d24 d25 d26 d27 d28 d29 d30 d31 ' +\n\n '{PC} {VAR} {TRUE} {FALSE} {OPT} {CONFIG} {ENDIAN} {CODESIZE} {CPU} {FPU} {ARCHITECTURE} {PCSTOREOFFSET} {ARMASM_VERSION} {INTER} {ROPI} {RWPI} {SWST} {NOSWST} . @'\n },\n contains: [\n {\n className: 'keyword',\n begin: '\\\\b('+ //mnemonics\n 'adc|'+\n '(qd?|sh?|u[qh]?)?add(8|16)?|usada?8|(q|sh?|u[qh]?)?(as|sa)x|'+\n 'and|adrl?|sbc|rs[bc]|asr|b[lx]?|blx|bxj|cbn?z|tb[bh]|bic|'+\n 'bfc|bfi|[su]bfx|bkpt|cdp2?|clz|clrex|cmp|cmn|cpsi[ed]|cps|'+\n 'setend|dbg|dmb|dsb|eor|isb|it[te]{0,3}|lsl|lsr|ror|rrx|'+\n 'ldm(([id][ab])|f[ds])?|ldr((s|ex)?[bhd])?|movt?|mvn|mra|mar|'+\n 'mul|[us]mull|smul[bwt][bt]|smu[as]d|smmul|smmla|'+\n 'mla|umlaal|smlal?([wbt][bt]|d)|mls|smlsl?[ds]|smc|svc|sev|'+\n 'mia([bt]{2}|ph)?|mrr?c2?|mcrr2?|mrs|msr|orr|orn|pkh(tb|bt)|rbit|'+\n 'rev(16|sh)?|sel|[su]sat(16)?|nop|pop|push|rfe([id][ab])?|'+\n 'stm([id][ab])?|str(ex)?[bhd]?|(qd?)?sub|(sh?|q|u[qh]?)?sub(8|16)|'+\n '[su]xt(a?h|a?b(16)?)|srs([id][ab])?|swpb?|swi|smi|tst|teq|'+\n 'wfe|wfi|yield'+\n ')'+\n '(eq|ne|cs|cc|mi|pl|vs|vc|hi|ls|ge|lt|gt|le|al|hs|lo)?'+ //condition codes\n '[sptrx]?' , //legal postfixes\n end: '\\\\s'\n },\n hljs.COMMENT('[;@]', '$', {relevance: 0}),\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.QUOTE_STRING_MODE,\n {\n className: 'string',\n begin: '\\'',\n end: '[^\\\\\\\\]\\'',\n relevance: 0\n },\n {\n className: 'title',\n begin: '\\\\|', end: '\\\\|',\n illegal: '\\\\n',\n relevance: 0\n },\n {\n className: 'number',\n variants: [\n {begin: '[#$=]?0x[0-9a-f]+'}, //hex\n {begin: '[#$=]?0b[01]+'}, //bin\n {begin: '[#$=]\\\\d+'}, //literal\n {begin: '\\\\b\\\\d+'} //bare number\n ],\n relevance: 0\n },\n {\n className: 'symbol',\n variants: [\n {begin: '^[a-z_\\\\.\\\\$][a-z0-9_\\\\.\\\\$]+'}, //ARM syntax\n {begin: '^\\\\s*[a-z_\\\\.\\\\$][a-z0-9_\\\\.\\\\$]+:'}, //GNU ARM syntax\n {begin: '[=#]\\\\w+' } //label reference\n ],\n relevance: 0\n }\n ]\n };\n};","module.exports = function(hljs) {\n var XML_IDENT_RE = '[A-Za-z0-9\\\\._:-]+';\n var TAG_INTERNALS = {\n endsWithParent: true,\n illegal: /`]+/}\n ]\n }\n ]\n }\n ]\n };\n return {\n aliases: ['html', 'xhtml', 'rss', 'atom', 'xjb', 'xsd', 'xsl', 'plist'],\n case_insensitive: true,\n contains: [\n {\n className: 'meta',\n begin: '',\n relevance: 10,\n contains: [{begin: '\\\\[', end: '\\\\]'}]\n },\n hljs.COMMENT(\n '',\n {\n relevance: 10\n }\n ),\n {\n begin: '<\\\\!\\\\[CDATA\\\\[', end: '\\\\]\\\\]>',\n relevance: 10\n },\n {\n className: 'meta',\n begin: /<\\?xml/, end: /\\?>/, relevance: 10\n },\n {\n begin: /<\\?(php)?/, end: /\\?>/,\n subLanguage: 'php',\n contains: [\n // We don't want the php closing tag ?> to close the PHP block when\n // inside any of the following blocks:\n {begin: '/\\\\*', end: '\\\\*/', skip: true},\n {begin: 'b\"', end: '\"', skip: true},\n {begin: 'b\\'', end: '\\'', skip: true},\n hljs.inherit(hljs.APOS_STRING_MODE, {illegal: null, className: null, contains: null, skip: true}),\n hljs.inherit(hljs.QUOTE_STRING_MODE, {illegal: null, className: null, contains: null, skip: true})\n ]\n },\n {\n className: 'tag',\n /*\n The lookahead pattern (?=...) ensures that 'begin' only matches\n '|$)', end: '>',\n keywords: {name: 'style'},\n contains: [TAG_INTERNALS],\n starts: {\n end: '', returnEnd: true,\n subLanguage: ['css', 'xml']\n }\n },\n {\n className: 'tag',\n // See the comment in the ', returnEnd: true,\n subLanguage: ['css', 'xml']\n }\n },\n {\n className: 'tag',\n // See the comment in the