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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 ? 32767 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\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 | 0);\n triangles.push(ear.i / dim | 0);\n triangles.push(next.i / dim | 0);\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(filterPoints(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 ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n var p = c.next;\n while (p !== a) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n pointInTriangle(ax, ay, bx, by, cx, cy, 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 var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(x0, y0, minX, minY, invSize),\n maxZ = zOrder(x1, y1, 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.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && 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.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && 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.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && 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 | 0);\n triangles.push(p.i / dim | 0);\n triangles.push(b.i / dim | 0);\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 filterPoints(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, 0);\n earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\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 outerNode = eliminateHole(queue[i], outerNode);\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 var bridge = findHoleBridge(hole, outerNode);\n if (!bridge) {\n return outerNode;\n }\n\n var bridgeReverse = splitPolygon(bridge, hole);\n\n // filter collinear points around the cuts\n filterPoints(bridgeReverse, bridgeReverse.next);\n return filterPoints(bridge, bridge.next);\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 m = p.x < p.next.x ? p : p.next;\n if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\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;\n\n do {\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 (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\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 === 0) 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 = (x - minX) * invSize | 0;\n y = (y - minY) * invSize | 0;\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) &&\n (ax - px) * (by - py) >= (bx - px) * (ay - py) &&\n (bx - px) * (cy - py) >= (cx - px) * (by - py);\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) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\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 var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 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 = 0;\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","'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","/*!\n * CSSPlugin 3.7.1\n * https://greensock.com\n *\n * Copyright 2008-2021, GreenSock. All rights reserved.\n * Subject to the terms at https://greensock.com/standard-license or for\n * Club GreenSock members, the agreement issued with that membership.\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nimport { gsap, _getProperty, _numExp, _numWithUnitExp, getUnit, _isString, _isUndefined, _renderComplexString, _relExp, _forEachName, _sortPropTweensByPriority, _colorStringFilter, _checkPlugin, _replaceRandom, _plugins, GSCache, PropTween, _config, _ticker, _round, _missingPlugin, _getSetter, _getCache, _colorExp, _setDefaults, _removeLinkedListItem //for the commented-out className feature.\n} from \"./gsap-core.js\";\n\nvar _win,\n _doc,\n _docElement,\n _pluginInitted,\n _tempDiv,\n _tempDivStyler,\n _recentSetterPlugin,\n _windowExists = function _windowExists() {\n return typeof window !== \"undefined\";\n},\n _transformProps = {},\n _RAD2DEG = 180 / Math.PI,\n _DEG2RAD = Math.PI / 180,\n _atan2 = Math.atan2,\n _bigNum = 1e8,\n _capsExp = /([A-Z])/g,\n _horizontalExp = /(?:left|right|width|margin|padding|x)/i,\n _complexExp = /[\\s,\\(]\\S/,\n _propertyAliases = {\n autoAlpha: \"opacity,visibility\",\n scale: \"scaleX,scaleY\",\n alpha: \"opacity\"\n},\n _renderCSSProp = function _renderCSSProp(ratio, data) {\n return data.set(data.t, data.p, Math.round((data.s + data.c * ratio) * 10000) / 10000 + data.u, data);\n},\n _renderPropWithEnd = function _renderPropWithEnd(ratio, data) {\n return data.set(data.t, data.p, ratio === 1 ? data.e : Math.round((data.s + data.c * ratio) * 10000) / 10000 + data.u, data);\n},\n _renderCSSPropWithBeginning = function _renderCSSPropWithBeginning(ratio, data) {\n return data.set(data.t, data.p, ratio ? Math.round((data.s + data.c * ratio) * 10000) / 10000 + data.u : data.b, data);\n},\n //if units change, we need a way to render the original unit/value when the tween goes all the way back to the beginning (ratio:0)\n_renderRoundedCSSProp = function _renderRoundedCSSProp(ratio, data) {\n var value = data.s + data.c * ratio;\n data.set(data.t, data.p, ~~(value + (value < 0 ? -.5 : .5)) + data.u, data);\n},\n _renderNonTweeningValue = function _renderNonTweeningValue(ratio, data) {\n return data.set(data.t, data.p, ratio ? data.e : data.b, data);\n},\n _renderNonTweeningValueOnlyAtEnd = function _renderNonTweeningValueOnlyAtEnd(ratio, data) {\n return data.set(data.t, data.p, ratio !== 1 ? data.b : data.e, data);\n},\n _setterCSSStyle = function _setterCSSStyle(target, property, value) {\n return target.style[property] = value;\n},\n _setterCSSProp = function _setterCSSProp(target, property, value) {\n return target.style.setProperty(property, value);\n},\n _setterTransform = function _setterTransform(target, property, value) {\n return target._gsap[property] = value;\n},\n _setterScale = function _setterScale(target, property, value) {\n return target._gsap.scaleX = target._gsap.scaleY = value;\n},\n _setterScaleWithRender = function _setterScaleWithRender(target, property, value, data, ratio) {\n var cache = target._gsap;\n cache.scaleX = cache.scaleY = value;\n cache.renderTransform(ratio, cache);\n},\n _setterTransformWithRender = function _setterTransformWithRender(target, property, value, data, ratio) {\n var cache = target._gsap;\n cache[property] = value;\n cache.renderTransform(ratio, cache);\n},\n _transformProp = \"transform\",\n _transformOriginProp = _transformProp + \"Origin\",\n _supports3D,\n _createElement = function _createElement(type, ns) {\n var e = _doc.createElementNS ? _doc.createElementNS((ns || \"http://www.w3.org/1999/xhtml\").replace(/^https/, \"http\"), type) : _doc.createElement(type); //some servers swap in https for http in the namespace which can break things, making \"style\" inaccessible.\n\n return e.style ? e : _doc.createElement(type); //some environments won't allow access to the element's style when created with a namespace in which case we default to the standard createElement() to work around the issue. Also note that when GSAP is embedded directly inside an SVG file, createElement() won't allow access to the style object in Firefox (see https://greensock.com/forums/topic/20215-problem-using-tweenmax-in-standalone-self-containing-svg-file-err-cannot-set-property-csstext-of-undefined/).\n},\n _getComputedProperty = function _getComputedProperty(target, property, skipPrefixFallback) {\n var cs = getComputedStyle(target);\n return cs[property] || cs.getPropertyValue(property.replace(_capsExp, \"-$1\").toLowerCase()) || cs.getPropertyValue(property) || !skipPrefixFallback && _getComputedProperty(target, _checkPropPrefix(property) || property, 1) || \"\"; //css variables may not need caps swapped out for dashes and lowercase.\n},\n _prefixes = \"O,Moz,ms,Ms,Webkit\".split(\",\"),\n _checkPropPrefix = function _checkPropPrefix(property, element, preferPrefix) {\n var e = element || _tempDiv,\n s = e.style,\n i = 5;\n\n if (property in s && !preferPrefix) {\n return property;\n }\n\n property = property.charAt(0).toUpperCase() + property.substr(1);\n\n while (i-- && !(_prefixes[i] + property in s)) {}\n\n return i < 0 ? null : (i === 3 ? \"ms\" : i >= 0 ? _prefixes[i] : \"\") + property;\n},\n _initCore = function _initCore() {\n if (_windowExists() && window.document) {\n _win = window;\n _doc = _win.document;\n _docElement = _doc.documentElement;\n _tempDiv = _createElement(\"div\") || {\n style: {}\n };\n _tempDivStyler = _createElement(\"div\");\n _transformProp = _checkPropPrefix(_transformProp);\n _transformOriginProp = _transformProp + \"Origin\";\n _tempDiv.style.cssText = \"border-width:0;line-height:0;position:absolute;padding:0\"; //make sure to override certain properties that may contaminate measurements, in case the user has overreaching style sheets.\n\n _supports3D = !!_checkPropPrefix(\"perspective\");\n _pluginInitted = 1;\n }\n},\n _getBBoxHack = function _getBBoxHack(swapIfPossible) {\n //works around issues in some browsers (like Firefox) that don't correctly report getBBox() on SVG elements inside a element and/or . We try creating an SVG, adding it to the documentElement and toss the element in there so that it's definitely part of the rendering tree, then grab the bbox and if it works, we actually swap out the original getBBox() method for our own that does these extra steps whenever getBBox is needed. This helps ensure that performance is optimal (only do all these extra steps when absolutely necessary...most elements don't need it).\n var svg = _createElement(\"svg\", this.ownerSVGElement && this.ownerSVGElement.getAttribute(\"xmlns\") || \"http://www.w3.org/2000/svg\"),\n oldParent = this.parentNode,\n oldSibling = this.nextSibling,\n oldCSS = this.style.cssText,\n bbox;\n\n _docElement.appendChild(svg);\n\n svg.appendChild(this);\n this.style.display = \"block\";\n\n if (swapIfPossible) {\n try {\n bbox = this.getBBox();\n this._gsapBBox = this.getBBox; //store the original\n\n this.getBBox = _getBBoxHack;\n } catch (e) {}\n } else if (this._gsapBBox) {\n bbox = this._gsapBBox();\n }\n\n if (oldParent) {\n if (oldSibling) {\n oldParent.insertBefore(this, oldSibling);\n } else {\n oldParent.appendChild(this);\n }\n }\n\n _docElement.removeChild(svg);\n\n this.style.cssText = oldCSS;\n return bbox;\n},\n _getAttributeFallbacks = function _getAttributeFallbacks(target, attributesArray) {\n var i = attributesArray.length;\n\n while (i--) {\n if (target.hasAttribute(attributesArray[i])) {\n return target.getAttribute(attributesArray[i]);\n }\n }\n},\n _getBBox = function _getBBox(target) {\n var bounds;\n\n try {\n bounds = target.getBBox(); //Firefox throws errors if you try calling getBBox() on an SVG element that's not rendered (like in a or ). https://bugzilla.mozilla.org/show_bug.cgi?id=612118\n } catch (error) {\n bounds = _getBBoxHack.call(target, true);\n }\n\n bounds && (bounds.width || bounds.height) || target.getBBox === _getBBoxHack || (bounds = _getBBoxHack.call(target, true)); //some browsers (like Firefox) misreport the bounds if the element has zero width and height (it just assumes it's at x:0, y:0), thus we need to manually grab the position in that case.\n\n return bounds && !bounds.width && !bounds.x && !bounds.y ? {\n x: +_getAttributeFallbacks(target, [\"x\", \"cx\", \"x1\"]) || 0,\n y: +_getAttributeFallbacks(target, [\"y\", \"cy\", \"y1\"]) || 0,\n width: 0,\n height: 0\n } : bounds;\n},\n _isSVG = function _isSVG(e) {\n return !!(e.getCTM && (!e.parentNode || e.ownerSVGElement) && _getBBox(e));\n},\n //reports if the element is an SVG on which getBBox() actually works\n_removeProperty = function _removeProperty(target, property) {\n if (property) {\n var style = target.style;\n\n if (property in _transformProps && property !== _transformOriginProp) {\n property = _transformProp;\n }\n\n if (style.removeProperty) {\n if (property.substr(0, 2) === \"ms\" || property.substr(0, 6) === \"webkit\") {\n //Microsoft and some Webkit browsers don't conform to the standard of capitalizing the first prefix character, so we adjust so that when we prefix the caps with a dash, it's correct (otherwise it'd be \"ms-transform\" instead of \"-ms-transform\" for IE9, for example)\n property = \"-\" + property;\n }\n\n style.removeProperty(property.replace(_capsExp, \"-$1\").toLowerCase());\n } else {\n //note: old versions of IE use \"removeAttribute()\" instead of \"removeProperty()\"\n style.removeAttribute(property);\n }\n }\n},\n _addNonTweeningPT = function _addNonTweeningPT(plugin, target, property, beginning, end, onlySetAtEnd) {\n var pt = new PropTween(plugin._pt, target, property, 0, 1, onlySetAtEnd ? _renderNonTweeningValueOnlyAtEnd : _renderNonTweeningValue);\n plugin._pt = pt;\n pt.b = beginning;\n pt.e = end;\n\n plugin._props.push(property);\n\n return pt;\n},\n _nonConvertibleUnits = {\n deg: 1,\n rad: 1,\n turn: 1\n},\n //takes a single value like 20px and converts it to the unit specified, like \"%\", returning only the numeric amount.\n_convertToUnit = function _convertToUnit(target, property, value, unit) {\n var curValue = parseFloat(value) || 0,\n curUnit = (value + \"\").trim().substr((curValue + \"\").length) || \"px\",\n // some browsers leave extra whitespace at the beginning of CSS variables, hence the need to trim()\n style = _tempDiv.style,\n horizontal = _horizontalExp.test(property),\n isRootSVG = target.tagName.toLowerCase() === \"svg\",\n measureProperty = (isRootSVG ? \"client\" : \"offset\") + (horizontal ? \"Width\" : \"Height\"),\n amount = 100,\n toPixels = unit === \"px\",\n toPercent = unit === \"%\",\n px,\n parent,\n cache,\n isSVG;\n\n if (unit === curUnit || !curValue || _nonConvertibleUnits[unit] || _nonConvertibleUnits[curUnit]) {\n return curValue;\n }\n\n curUnit !== \"px\" && !toPixels && (curValue = _convertToUnit(target, property, value, \"px\"));\n isSVG = target.getCTM && _isSVG(target);\n\n if ((toPercent || curUnit === \"%\") && (_transformProps[property] || ~property.indexOf(\"adius\"))) {\n px = isSVG ? target.getBBox()[horizontal ? \"width\" : \"height\"] : target[measureProperty];\n return _round(toPercent ? curValue / px * amount : curValue / 100 * px);\n }\n\n style[horizontal ? \"width\" : \"height\"] = amount + (toPixels ? curUnit : unit);\n parent = ~property.indexOf(\"adius\") || unit === \"em\" && target.appendChild && !isRootSVG ? target : target.parentNode;\n\n if (isSVG) {\n parent = (target.ownerSVGElement || {}).parentNode;\n }\n\n if (!parent || parent === _doc || !parent.appendChild) {\n parent = _doc.body;\n }\n\n cache = parent._gsap;\n\n if (cache && toPercent && cache.width && horizontal && cache.time === _ticker.time) {\n return _round(curValue / cache.width * amount);\n } else {\n (toPercent || curUnit === \"%\") && (style.position = _getComputedProperty(target, \"position\"));\n parent === target && (style.position = \"static\"); // like for borderRadius, if it's a % we must have it relative to the target itself but that may not have position: relative or position: absolute in which case it'd go up the chain until it finds its offsetParent (bad). position: static protects against that.\n\n parent.appendChild(_tempDiv);\n px = _tempDiv[measureProperty];\n parent.removeChild(_tempDiv);\n style.position = \"absolute\";\n\n if (horizontal && toPercent) {\n cache = _getCache(parent);\n cache.time = _ticker.time;\n cache.width = parent[measureProperty];\n }\n }\n\n return _round(toPixels ? px * curValue / amount : px && curValue ? amount / px * curValue : 0);\n},\n _get = function _get(target, property, unit, uncache) {\n var value;\n _pluginInitted || _initCore();\n\n if (property in _propertyAliases && property !== \"transform\") {\n property = _propertyAliases[property];\n\n if (~property.indexOf(\",\")) {\n property = property.split(\",\")[0];\n }\n }\n\n if (_transformProps[property] && property !== \"transform\") {\n value = _parseTransform(target, uncache);\n value = property !== \"transformOrigin\" ? value[property] : value.svg ? value.origin : _firstTwoOnly(_getComputedProperty(target, _transformOriginProp)) + \" \" + value.zOrigin + \"px\";\n } else {\n value = target.style[property];\n\n if (!value || value === \"auto\" || uncache || ~(value + \"\").indexOf(\"calc(\")) {\n value = _specialProps[property] && _specialProps[property](target, property, unit) || _getComputedProperty(target, property) || _getProperty(target, property) || (property === \"opacity\" ? 1 : 0); // note: some browsers, like Firefox, don't report borderRadius correctly! Instead, it only reports every corner like borderTopLeftRadius\n }\n }\n\n return unit && !~(value + \"\").trim().indexOf(\" \") ? _convertToUnit(target, property, value, unit) + unit : value;\n},\n _tweenComplexCSSString = function _tweenComplexCSSString(target, prop, start, end) {\n //note: we call _tweenComplexCSSString.call(pluginInstance...) to ensure that it's scoped properly. We may call it from within a plugin too, thus \"this\" would refer to the plugin.\n if (!start || start === \"none\") {\n // some browsers like Safari actually PREFER the prefixed property and mis-report the unprefixed value like clipPath (BUG). In other words, even though clipPath exists in the style (\"clipPath\" in target.style) and it's set in the CSS properly (along with -webkit-clip-path), Safari reports clipPath as \"none\" whereas WebkitClipPath reports accurately like \"ellipse(100% 0% at 50% 0%)\", so in this case we must SWITCH to using the prefixed property instead. See https://greensock.com/forums/topic/18310-clippath-doesnt-work-on-ios/\n var p = _checkPropPrefix(prop, target, 1),\n s = p && _getComputedProperty(target, p, 1);\n\n if (s && s !== start) {\n prop = p;\n start = s;\n } else if (prop === \"borderColor\") {\n start = _getComputedProperty(target, \"borderTopColor\"); // Firefox bug: always reports \"borderColor\" as \"\", so we must fall back to borderTopColor. See https://greensock.com/forums/topic/24583-how-to-return-colors-that-i-had-after-reverse/\n }\n }\n\n var pt = new PropTween(this._pt, target.style, prop, 0, 1, _renderComplexString),\n index = 0,\n matchIndex = 0,\n a,\n result,\n startValues,\n startNum,\n color,\n startValue,\n endValue,\n endNum,\n chunk,\n endUnit,\n startUnit,\n relative,\n endValues;\n pt.b = start;\n pt.e = end;\n start += \"\"; //ensure values are strings\n\n end += \"\";\n\n if (end === \"auto\") {\n target.style[prop] = end;\n end = _getComputedProperty(target, prop) || end;\n target.style[prop] = start;\n }\n\n a = [start, end];\n\n _colorStringFilter(a); //pass an array with the starting and ending values and let the filter do whatever it needs to the values. If colors are found, it returns true and then we must match where the color shows up order-wise because for things like boxShadow, sometimes the browser provides the computed values with the color FIRST, but the user provides it with the color LAST, so flip them if necessary. Same for drop-shadow().\n\n\n start = a[0];\n end = a[1];\n startValues = start.match(_numWithUnitExp) || [];\n endValues = end.match(_numWithUnitExp) || [];\n\n if (endValues.length) {\n while (result = _numWithUnitExp.exec(end)) {\n endValue = result[0];\n chunk = end.substring(index, result.index);\n\n if (color) {\n color = (color + 1) % 5;\n } else if (chunk.substr(-5) === \"rgba(\" || chunk.substr(-5) === \"hsla(\") {\n color = 1;\n }\n\n if (endValue !== (startValue = startValues[matchIndex++] || \"\")) {\n startNum = parseFloat(startValue) || 0;\n startUnit = startValue.substr((startNum + \"\").length);\n relative = endValue.charAt(1) === \"=\" ? +(endValue.charAt(0) + \"1\") : 0;\n\n if (relative) {\n endValue = endValue.substr(2);\n }\n\n endNum = parseFloat(endValue);\n endUnit = endValue.substr((endNum + \"\").length);\n index = _numWithUnitExp.lastIndex - endUnit.length;\n\n if (!endUnit) {\n //if something like \"perspective:300\" is passed in and we must add a unit to the end\n endUnit = endUnit || _config.units[prop] || startUnit;\n\n if (index === end.length) {\n end += endUnit;\n pt.e += endUnit;\n }\n }\n\n if (startUnit !== endUnit) {\n startNum = _convertToUnit(target, prop, startValue, endUnit) || 0;\n } //these nested PropTweens are handled in a special way - we'll never actually call a render or setter method on them. We'll just loop through them in the parent complex string PropTween's render method.\n\n\n pt._pt = {\n _next: pt._pt,\n p: chunk || matchIndex === 1 ? chunk : \",\",\n //note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.\n s: startNum,\n c: relative ? relative * endNum : endNum - startNum,\n m: color && color < 4 || prop === \"zIndex\" ? Math.round : 0\n };\n }\n }\n\n pt.c = index < end.length ? end.substring(index, end.length) : \"\"; //we use the \"c\" of the PropTween to store the final part of the string (after the last number)\n } else {\n pt.r = prop === \"display\" && end === \"none\" ? _renderNonTweeningValueOnlyAtEnd : _renderNonTweeningValue;\n }\n\n _relExp.test(end) && (pt.e = 0); //if the end string contains relative values or dynamic random(...) values, delete the end it so that on the final render we don't actually set it to the string with += or -= characters (forces it to use the calculated value).\n\n this._pt = pt; //start the linked list with this new PropTween. Remember, we call _tweenComplexCSSString.call(pluginInstance...) to ensure that it's scoped properly. We may call it from within another plugin too, thus \"this\" would refer to the plugin.\n\n return pt;\n},\n _keywordToPercent = {\n top: \"0%\",\n bottom: \"100%\",\n left: \"0%\",\n right: \"100%\",\n center: \"50%\"\n},\n _convertKeywordsToPercentages = function _convertKeywordsToPercentages(value) {\n var split = value.split(\" \"),\n x = split[0],\n y = split[1] || \"50%\";\n\n if (x === \"top\" || x === \"bottom\" || y === \"left\" || y === \"right\") {\n //the user provided them in the wrong order, so flip them\n value = x;\n x = y;\n y = value;\n }\n\n split[0] = _keywordToPercent[x] || x;\n split[1] = _keywordToPercent[y] || y;\n return split.join(\" \");\n},\n _renderClearProps = function _renderClearProps(ratio, data) {\n if (data.tween && data.tween._time === data.tween._dur) {\n var target = data.t,\n style = target.style,\n props = data.u,\n cache = target._gsap,\n prop,\n clearTransforms,\n i;\n\n if (props === \"all\" || props === true) {\n style.cssText = \"\";\n clearTransforms = 1;\n } else {\n props = props.split(\",\");\n i = props.length;\n\n while (--i > -1) {\n prop = props[i];\n\n if (_transformProps[prop]) {\n clearTransforms = 1;\n prop = prop === \"transformOrigin\" ? _transformOriginProp : _transformProp;\n }\n\n _removeProperty(target, prop);\n }\n }\n\n if (clearTransforms) {\n _removeProperty(target, _transformProp);\n\n if (cache) {\n cache.svg && target.removeAttribute(\"transform\");\n\n _parseTransform(target, 1); // force all the cached values back to \"normal\"/identity, otherwise if there's another tween that's already set to render transforms on this element, it could display the wrong values.\n\n\n cache.uncache = 1;\n }\n }\n }\n},\n // note: specialProps should return 1 if (and only if) they have a non-zero priority. It indicates we need to sort the linked list.\n_specialProps = {\n clearProps: function clearProps(plugin, target, property, endValue, tween) {\n if (tween.data !== \"isFromStart\") {\n var pt = plugin._pt = new PropTween(plugin._pt, target, property, 0, 0, _renderClearProps);\n pt.u = endValue;\n pt.pr = -10;\n pt.tween = tween;\n\n plugin._props.push(property);\n\n return 1;\n }\n }\n /* className feature (about 0.4kb gzipped).\n , className(plugin, target, property, endValue, tween) {\n \tlet _renderClassName = (ratio, data) => {\n \t\t\tdata.css.render(ratio, data.css);\n \t\t\tif (!ratio || ratio === 1) {\n \t\t\t\tlet inline = data.rmv,\n \t\t\t\t\ttarget = data.t,\n \t\t\t\t\tp;\n \t\t\t\ttarget.setAttribute(\"class\", ratio ? data.e : data.b);\n \t\t\t\tfor (p in inline) {\n \t\t\t\t\t_removeProperty(target, p);\n \t\t\t\t}\n \t\t\t}\n \t\t},\n \t\t_getAllStyles = (target) => {\n \t\t\tlet styles = {},\n \t\t\t\tcomputed = getComputedStyle(target),\n \t\t\t\tp;\n \t\t\tfor (p in computed) {\n \t\t\t\tif (isNaN(p) && p !== \"cssText\" && p !== \"length\") {\n \t\t\t\t\tstyles[p] = computed[p];\n \t\t\t\t}\n \t\t\t}\n \t\t\t_setDefaults(styles, _parseTransform(target, 1));\n \t\t\treturn styles;\n \t\t},\n \t\tstartClassList = target.getAttribute(\"class\"),\n \t\tstyle = target.style,\n \t\tcssText = style.cssText,\n \t\tcache = target._gsap,\n \t\tclassPT = cache.classPT,\n \t\tinlineToRemoveAtEnd = {},\n \t\tdata = {t:target, plugin:plugin, rmv:inlineToRemoveAtEnd, b:startClassList, e:(endValue.charAt(1) !== \"=\") ? endValue : startClassList.replace(new RegExp(\"(?:\\\\s|^)\" + endValue.substr(2) + \"(?![\\\\w-])\"), \"\") + ((endValue.charAt(0) === \"+\") ? \" \" + endValue.substr(2) : \"\")},\n \t\tchangingVars = {},\n \t\tstartVars = _getAllStyles(target),\n \t\ttransformRelated = /(transform|perspective)/i,\n \t\tendVars, p;\n \tif (classPT) {\n \t\tclassPT.r(1, classPT.d);\n \t\t_removeLinkedListItem(classPT.d.plugin, classPT, \"_pt\");\n \t}\n \ttarget.setAttribute(\"class\", data.e);\n \tendVars = _getAllStyles(target, true);\n \ttarget.setAttribute(\"class\", startClassList);\n \tfor (p in endVars) {\n \t\tif (endVars[p] !== startVars[p] && !transformRelated.test(p)) {\n \t\t\tchangingVars[p] = endVars[p];\n \t\t\tif (!style[p] && style[p] !== \"0\") {\n \t\t\t\tinlineToRemoveAtEnd[p] = 1;\n \t\t\t}\n \t\t}\n \t}\n \tcache.classPT = plugin._pt = new PropTween(plugin._pt, target, \"className\", 0, 0, _renderClassName, data, 0, -11);\n \tif (style.cssText !== cssText) { //only apply if things change. Otherwise, in cases like a background-image that's pulled dynamically, it could cause a refresh. See https://greensock.com/forums/topic/20368-possible-gsap-bug-switching-classnames-in-chrome/.\n \t\tstyle.cssText = cssText; //we recorded cssText before we swapped classes and ran _getAllStyles() because in cases when a className tween is overwritten, we remove all the related tweening properties from that class change (otherwise class-specific stuff can't override properties we've directly set on the target's style object due to specificity).\n \t}\n \t_parseTransform(target, true); //to clear the caching of transforms\n \tdata.css = new gsap.plugins.css();\n \tdata.css.init(target, changingVars, tween);\n \tplugin._props.push(...data.css._props);\n \treturn 1;\n }\n */\n\n},\n\n/*\n * --------------------------------------------------------------------------------------\n * TRANSFORMS\n * --------------------------------------------------------------------------------------\n */\n_identity2DMatrix = [1, 0, 0, 1, 0, 0],\n _rotationalProperties = {},\n _isNullTransform = function _isNullTransform(value) {\n return value === \"matrix(1, 0, 0, 1, 0, 0)\" || value === \"none\" || !value;\n},\n _getComputedTransformMatrixAsArray = function _getComputedTransformMatrixAsArray(target) {\n var matrixString = _getComputedProperty(target, _transformProp);\n\n return _isNullTransform(matrixString) ? _identity2DMatrix : matrixString.substr(7).match(_numExp).map(_round);\n},\n _getMatrix = function _getMatrix(target, force2D) {\n var cache = target._gsap || _getCache(target),\n style = target.style,\n matrix = _getComputedTransformMatrixAsArray(target),\n parent,\n nextSibling,\n temp,\n addedToDOM;\n\n if (cache.svg && target.getAttribute(\"transform\")) {\n temp = target.transform.baseVal.consolidate().matrix; //ensures that even complex values like \"translate(50,60) rotate(135,0,0)\" are parsed because it mashes it into a matrix.\n\n matrix = [temp.a, temp.b, temp.c, temp.d, temp.e, temp.f];\n return matrix.join(\",\") === \"1,0,0,1,0,0\" ? _identity2DMatrix : matrix;\n } else if (matrix === _identity2DMatrix && !target.offsetParent && target !== _docElement && !cache.svg) {\n //note: if offsetParent is null, that means the element isn't in the normal document flow, like if it has display:none or one of its ancestors has display:none). Firefox returns null for getComputedStyle() if the element is in an iframe that has display:none. https://bugzilla.mozilla.org/show_bug.cgi?id=548397\n //browsers don't report transforms accurately unless the element is in the DOM and has a display value that's not \"none\". Firefox and Microsoft browsers have a partial bug where they'll report transforms even if display:none BUT not any percentage-based values like translate(-50%, 8px) will be reported as if it's translate(0, 8px).\n temp = style.display;\n style.display = \"block\";\n parent = target.parentNode;\n\n if (!parent || !target.offsetParent) {\n // note: in 3.3.0 we switched target.offsetParent to _doc.body.contains(target) to avoid [sometimes unnecessary] MutationObserver calls but that wasn't adequate because there are edge cases where nested position: fixed elements need to get reparented to accurately sense transforms. See https://github.com/greensock/GSAP/issues/388 and https://github.com/greensock/GSAP/issues/375\n addedToDOM = 1; //flag\n\n nextSibling = target.nextSibling;\n\n _docElement.appendChild(target); //we must add it to the DOM in order to get values properly\n\n }\n\n matrix = _getComputedTransformMatrixAsArray(target);\n temp ? style.display = temp : _removeProperty(target, \"display\");\n\n if (addedToDOM) {\n nextSibling ? parent.insertBefore(target, nextSibling) : parent ? parent.appendChild(target) : _docElement.removeChild(target);\n }\n }\n\n return force2D && matrix.length > 6 ? [matrix[0], matrix[1], matrix[4], matrix[5], matrix[12], matrix[13]] : matrix;\n},\n _applySVGOrigin = function _applySVGOrigin(target, origin, originIsAbsolute, smooth, matrixArray, pluginToAddPropTweensTo) {\n var cache = target._gsap,\n matrix = matrixArray || _getMatrix(target, true),\n xOriginOld = cache.xOrigin || 0,\n yOriginOld = cache.yOrigin || 0,\n xOffsetOld = cache.xOffset || 0,\n yOffsetOld = cache.yOffset || 0,\n a = matrix[0],\n b = matrix[1],\n c = matrix[2],\n d = matrix[3],\n tx = matrix[4],\n ty = matrix[5],\n originSplit = origin.split(\" \"),\n xOrigin = parseFloat(originSplit[0]) || 0,\n yOrigin = parseFloat(originSplit[1]) || 0,\n bounds,\n determinant,\n x,\n y;\n\n if (!originIsAbsolute) {\n bounds = _getBBox(target);\n xOrigin = bounds.x + (~originSplit[0].indexOf(\"%\") ? xOrigin / 100 * bounds.width : xOrigin);\n yOrigin = bounds.y + (~(originSplit[1] || originSplit[0]).indexOf(\"%\") ? yOrigin / 100 * bounds.height : yOrigin);\n } else if (matrix !== _identity2DMatrix && (determinant = a * d - b * c)) {\n //if it's zero (like if scaleX and scaleY are zero), skip it to avoid errors with dividing by zero.\n x = xOrigin * (d / determinant) + yOrigin * (-c / determinant) + (c * ty - d * tx) / determinant;\n y = xOrigin * (-b / determinant) + yOrigin * (a / determinant) - (a * ty - b * tx) / determinant;\n xOrigin = x;\n yOrigin = y;\n }\n\n if (smooth || smooth !== false && cache.smooth) {\n tx = xOrigin - xOriginOld;\n ty = yOrigin - yOriginOld;\n cache.xOffset = xOffsetOld + (tx * a + ty * c) - tx;\n cache.yOffset = yOffsetOld + (tx * b + ty * d) - ty;\n } else {\n cache.xOffset = cache.yOffset = 0;\n }\n\n cache.xOrigin = xOrigin;\n cache.yOrigin = yOrigin;\n cache.smooth = !!smooth;\n cache.origin = origin;\n cache.originIsAbsolute = !!originIsAbsolute;\n target.style[_transformOriginProp] = \"0px 0px\"; //otherwise, if someone sets an origin via CSS, it will likely interfere with the SVG transform attribute ones (because remember, we're baking the origin into the matrix() value).\n\n if (pluginToAddPropTweensTo) {\n _addNonTweeningPT(pluginToAddPropTweensTo, cache, \"xOrigin\", xOriginOld, xOrigin);\n\n _addNonTweeningPT(pluginToAddPropTweensTo, cache, \"yOrigin\", yOriginOld, yOrigin);\n\n _addNonTweeningPT(pluginToAddPropTweensTo, cache, \"xOffset\", xOffsetOld, cache.xOffset);\n\n _addNonTweeningPT(pluginToAddPropTweensTo, cache, \"yOffset\", yOffsetOld, cache.yOffset);\n }\n\n target.setAttribute(\"data-svg-origin\", xOrigin + \" \" + yOrigin);\n},\n _parseTransform = function _parseTransform(target, uncache) {\n var cache = target._gsap || new GSCache(target);\n\n if (\"x\" in cache && !uncache && !cache.uncache) {\n return cache;\n }\n\n var style = target.style,\n invertedScaleX = cache.scaleX < 0,\n px = \"px\",\n deg = \"deg\",\n origin = _getComputedProperty(target, _transformOriginProp) || \"0\",\n x,\n y,\n z,\n scaleX,\n scaleY,\n rotation,\n rotationX,\n rotationY,\n skewX,\n skewY,\n perspective,\n xOrigin,\n yOrigin,\n matrix,\n angle,\n cos,\n sin,\n a,\n b,\n c,\n d,\n a12,\n a22,\n t1,\n t2,\n t3,\n a13,\n a23,\n a33,\n a42,\n a43,\n a32;\n x = y = z = rotation = rotationX = rotationY = skewX = skewY = perspective = 0;\n scaleX = scaleY = 1;\n cache.svg = !!(target.getCTM && _isSVG(target));\n matrix = _getMatrix(target, cache.svg);\n\n if (cache.svg) {\n t1 = (!cache.uncache || origin === \"0px 0px\") && !uncache && target.getAttribute(\"data-svg-origin\"); // if origin is 0,0 and cache.uncache is true, let the recorded data-svg-origin stay. Otherwise, whenever we set cache.uncache to true, we'd need to set element.style.transformOrigin = (cache.xOrigin - bbox.x) + \"px \" + (cache.yOrigin - bbox.y) + \"px\". Remember, to work around browser inconsistencies we always force SVG elements' transformOrigin to 0,0 and offset the translation accordingly.\n\n _applySVGOrigin(target, t1 || origin, !!t1 || cache.originIsAbsolute, cache.smooth !== false, matrix);\n }\n\n xOrigin = cache.xOrigin || 0;\n yOrigin = cache.yOrigin || 0;\n\n if (matrix !== _identity2DMatrix) {\n a = matrix[0]; //a11\n\n b = matrix[1]; //a21\n\n c = matrix[2]; //a31\n\n d = matrix[3]; //a41\n\n x = a12 = matrix[4];\n y = a22 = matrix[5]; //2D matrix\n\n if (matrix.length === 6) {\n scaleX = Math.sqrt(a * a + b * b);\n scaleY = Math.sqrt(d * d + c * c);\n rotation = a || b ? _atan2(b, a) * _RAD2DEG : 0; //note: if scaleX is 0, we cannot accurately measure rotation. Same for skewX with a scaleY of 0. Therefore, we default to the previously recorded value (or zero if that doesn't exist).\n\n skewX = c || d ? _atan2(c, d) * _RAD2DEG + rotation : 0;\n skewX && (scaleY *= Math.abs(Math.cos(skewX * _DEG2RAD)));\n\n if (cache.svg) {\n x -= xOrigin - (xOrigin * a + yOrigin * c);\n y -= yOrigin - (xOrigin * b + yOrigin * d);\n } //3D matrix\n\n } else {\n a32 = matrix[6];\n a42 = matrix[7];\n a13 = matrix[8];\n a23 = matrix[9];\n a33 = matrix[10];\n a43 = matrix[11];\n x = matrix[12];\n y = matrix[13];\n z = matrix[14];\n angle = _atan2(a32, a33);\n rotationX = angle * _RAD2DEG; //rotationX\n\n if (angle) {\n cos = Math.cos(-angle);\n sin = Math.sin(-angle);\n t1 = a12 * cos + a13 * sin;\n t2 = a22 * cos + a23 * sin;\n t3 = a32 * cos + a33 * sin;\n a13 = a12 * -sin + a13 * cos;\n a23 = a22 * -sin + a23 * cos;\n a33 = a32 * -sin + a33 * cos;\n a43 = a42 * -sin + a43 * cos;\n a12 = t1;\n a22 = t2;\n a32 = t3;\n } //rotationY\n\n\n angle = _atan2(-c, a33);\n rotationY = angle * _RAD2DEG;\n\n if (angle) {\n cos = Math.cos(-angle);\n sin = Math.sin(-angle);\n t1 = a * cos - a13 * sin;\n t2 = b * cos - a23 * sin;\n t3 = c * cos - a33 * sin;\n a43 = d * sin + a43 * cos;\n a = t1;\n b = t2;\n c = t3;\n } //rotationZ\n\n\n angle = _atan2(b, a);\n rotation = angle * _RAD2DEG;\n\n if (angle) {\n cos = Math.cos(angle);\n sin = Math.sin(angle);\n t1 = a * cos + b * sin;\n t2 = a12 * cos + a22 * sin;\n b = b * cos - a * sin;\n a22 = a22 * cos - a12 * sin;\n a = t1;\n a12 = t2;\n }\n\n if (rotationX && Math.abs(rotationX) + Math.abs(rotation) > 359.9) {\n //when rotationY is set, it will often be parsed as 180 degrees different than it should be, and rotationX and rotation both being 180 (it looks the same), so we adjust for that here.\n rotationX = rotation = 0;\n rotationY = 180 - rotationY;\n }\n\n scaleX = _round(Math.sqrt(a * a + b * b + c * c));\n scaleY = _round(Math.sqrt(a22 * a22 + a32 * a32));\n angle = _atan2(a12, a22);\n skewX = Math.abs(angle) > 0.0002 ? angle * _RAD2DEG : 0;\n perspective = a43 ? 1 / (a43 < 0 ? -a43 : a43) : 0;\n }\n\n if (cache.svg) {\n //sense if there are CSS transforms applied on an SVG element in which case we must overwrite them when rendering. The transform attribute is more reliable cross-browser, but we can't just remove the CSS ones because they may be applied in a CSS rule somewhere (not just inline).\n t1 = target.getAttribute(\"transform\");\n cache.forceCSS = target.setAttribute(\"transform\", \"\") || !_isNullTransform(_getComputedProperty(target, _transformProp));\n t1 && target.setAttribute(\"transform\", t1);\n }\n }\n\n if (Math.abs(skewX) > 90 && Math.abs(skewX) < 270) {\n if (invertedScaleX) {\n scaleX *= -1;\n skewX += rotation <= 0 ? 180 : -180;\n rotation += rotation <= 0 ? 180 : -180;\n } else {\n scaleY *= -1;\n skewX += skewX <= 0 ? 180 : -180;\n }\n }\n\n cache.x = x - ((cache.xPercent = x && (cache.xPercent || (Math.round(target.offsetWidth / 2) === Math.round(-x) ? -50 : 0))) ? target.offsetWidth * cache.xPercent / 100 : 0) + px;\n cache.y = y - ((cache.yPercent = y && (cache.yPercent || (Math.round(target.offsetHeight / 2) === Math.round(-y) ? -50 : 0))) ? target.offsetHeight * cache.yPercent / 100 : 0) + px;\n cache.z = z + px;\n cache.scaleX = _round(scaleX);\n cache.scaleY = _round(scaleY);\n cache.rotation = _round(rotation) + deg;\n cache.rotationX = _round(rotationX) + deg;\n cache.rotationY = _round(rotationY) + deg;\n cache.skewX = skewX + deg;\n cache.skewY = skewY + deg;\n cache.transformPerspective = perspective + px;\n\n if (cache.zOrigin = parseFloat(origin.split(\" \")[2]) || 0) {\n style[_transformOriginProp] = _firstTwoOnly(origin);\n }\n\n cache.xOffset = cache.yOffset = 0;\n cache.force3D = _config.force3D;\n cache.renderTransform = cache.svg ? _renderSVGTransforms : _supports3D ? _renderCSSTransforms : _renderNon3DTransforms;\n cache.uncache = 0;\n return cache;\n},\n _firstTwoOnly = function _firstTwoOnly(value) {\n return (value = value.split(\" \"))[0] + \" \" + value[1];\n},\n //for handling transformOrigin values, stripping out the 3rd dimension\n_addPxTranslate = function _addPxTranslate(target, start, value) {\n var unit = getUnit(start);\n return _round(parseFloat(start) + parseFloat(_convertToUnit(target, \"x\", value + \"px\", unit))) + unit;\n},\n _renderNon3DTransforms = function _renderNon3DTransforms(ratio, cache) {\n cache.z = \"0px\";\n cache.rotationY = cache.rotationX = \"0deg\";\n cache.force3D = 0;\n\n _renderCSSTransforms(ratio, cache);\n},\n _zeroDeg = \"0deg\",\n _zeroPx = \"0px\",\n _endParenthesis = \") \",\n _renderCSSTransforms = function _renderCSSTransforms(ratio, cache) {\n var _ref = cache || this,\n xPercent = _ref.xPercent,\n yPercent = _ref.yPercent,\n x = _ref.x,\n y = _ref.y,\n z = _ref.z,\n rotation = _ref.rotation,\n rotationY = _ref.rotationY,\n rotationX = _ref.rotationX,\n skewX = _ref.skewX,\n skewY = _ref.skewY,\n scaleX = _ref.scaleX,\n scaleY = _ref.scaleY,\n transformPerspective = _ref.transformPerspective,\n force3D = _ref.force3D,\n target = _ref.target,\n zOrigin = _ref.zOrigin,\n transforms = \"\",\n use3D = force3D === \"auto\" && ratio && ratio !== 1 || force3D === true; // Safari has a bug that causes it not to render 3D transform-origin values properly, so we force the z origin to 0, record it in the cache, and then do the math here to offset the translate values accordingly (basically do the 3D transform-origin part manually)\n\n\n if (zOrigin && (rotationX !== _zeroDeg || rotationY !== _zeroDeg)) {\n var angle = parseFloat(rotationY) * _DEG2RAD,\n a13 = Math.sin(angle),\n a33 = Math.cos(angle),\n cos;\n\n angle = parseFloat(rotationX) * _DEG2RAD;\n cos = Math.cos(angle);\n x = _addPxTranslate(target, x, a13 * cos * -zOrigin);\n y = _addPxTranslate(target, y, -Math.sin(angle) * -zOrigin);\n z = _addPxTranslate(target, z, a33 * cos * -zOrigin + zOrigin);\n }\n\n if (transformPerspective !== _zeroPx) {\n transforms += \"perspective(\" + transformPerspective + _endParenthesis;\n }\n\n if (xPercent || yPercent) {\n transforms += \"translate(\" + xPercent + \"%, \" + yPercent + \"%) \";\n }\n\n if (use3D || x !== _zeroPx || y !== _zeroPx || z !== _zeroPx) {\n transforms += z !== _zeroPx || use3D ? \"translate3d(\" + x + \", \" + y + \", \" + z + \") \" : \"translate(\" + x + \", \" + y + _endParenthesis;\n }\n\n if (rotation !== _zeroDeg) {\n transforms += \"rotate(\" + rotation + _endParenthesis;\n }\n\n if (rotationY !== _zeroDeg) {\n transforms += \"rotateY(\" + rotationY + _endParenthesis;\n }\n\n if (rotationX !== _zeroDeg) {\n transforms += \"rotateX(\" + rotationX + _endParenthesis;\n }\n\n if (skewX !== _zeroDeg || skewY !== _zeroDeg) {\n transforms += \"skew(\" + skewX + \", \" + skewY + _endParenthesis;\n }\n\n if (scaleX !== 1 || scaleY !== 1) {\n transforms += \"scale(\" + scaleX + \", \" + scaleY + _endParenthesis;\n }\n\n target.style[_transformProp] = transforms || \"translate(0, 0)\";\n},\n _renderSVGTransforms = function _renderSVGTransforms(ratio, cache) {\n var _ref2 = cache || this,\n xPercent = _ref2.xPercent,\n yPercent = _ref2.yPercent,\n x = _ref2.x,\n y = _ref2.y,\n rotation = _ref2.rotation,\n skewX = _ref2.skewX,\n skewY = _ref2.skewY,\n scaleX = _ref2.scaleX,\n scaleY = _ref2.scaleY,\n target = _ref2.target,\n xOrigin = _ref2.xOrigin,\n yOrigin = _ref2.yOrigin,\n xOffset = _ref2.xOffset,\n yOffset = _ref2.yOffset,\n forceCSS = _ref2.forceCSS,\n tx = parseFloat(x),\n ty = parseFloat(y),\n a11,\n a21,\n a12,\n a22,\n temp;\n\n rotation = parseFloat(rotation);\n skewX = parseFloat(skewX);\n skewY = parseFloat(skewY);\n\n if (skewY) {\n //for performance reasons, we combine all skewing into the skewX and rotation values. Remember, a skewY of 10 degrees looks the same as a rotation of 10 degrees plus a skewX of 10 degrees.\n skewY = parseFloat(skewY);\n skewX += skewY;\n rotation += skewY;\n }\n\n if (rotation || skewX) {\n rotation *= _DEG2RAD;\n skewX *= _DEG2RAD;\n a11 = Math.cos(rotation) * scaleX;\n a21 = Math.sin(rotation) * scaleX;\n a12 = Math.sin(rotation - skewX) * -scaleY;\n a22 = Math.cos(rotation - skewX) * scaleY;\n\n if (skewX) {\n skewY *= _DEG2RAD;\n temp = Math.tan(skewX - skewY);\n temp = Math.sqrt(1 + temp * temp);\n a12 *= temp;\n a22 *= temp;\n\n if (skewY) {\n temp = Math.tan(skewY);\n temp = Math.sqrt(1 + temp * temp);\n a11 *= temp;\n a21 *= temp;\n }\n }\n\n a11 = _round(a11);\n a21 = _round(a21);\n a12 = _round(a12);\n a22 = _round(a22);\n } else {\n a11 = scaleX;\n a22 = scaleY;\n a21 = a12 = 0;\n }\n\n if (tx && !~(x + \"\").indexOf(\"px\") || ty && !~(y + \"\").indexOf(\"px\")) {\n tx = _convertToUnit(target, \"x\", x, \"px\");\n ty = _convertToUnit(target, \"y\", y, \"px\");\n }\n\n if (xOrigin || yOrigin || xOffset || yOffset) {\n tx = _round(tx + xOrigin - (xOrigin * a11 + yOrigin * a12) + xOffset);\n ty = _round(ty + yOrigin - (xOrigin * a21 + yOrigin * a22) + yOffset);\n }\n\n if (xPercent || yPercent) {\n //The SVG spec doesn't support percentage-based translation in the \"transform\" attribute, so we merge it into the translation to simulate it.\n temp = target.getBBox();\n tx = _round(tx + xPercent / 100 * temp.width);\n ty = _round(ty + yPercent / 100 * temp.height);\n }\n\n temp = \"matrix(\" + a11 + \",\" + a21 + \",\" + a12 + \",\" + a22 + \",\" + tx + \",\" + ty + \")\";\n target.setAttribute(\"transform\", temp);\n forceCSS && (target.style[_transformProp] = temp); //some browsers prioritize CSS transforms over the transform attribute. When we sense that the user has CSS transforms applied, we must overwrite them this way (otherwise some browser simply won't render the transform attribute changes!)\n},\n _addRotationalPropTween = function _addRotationalPropTween(plugin, target, property, startNum, endValue, relative) {\n var cap = 360,\n isString = _isString(endValue),\n endNum = parseFloat(endValue) * (isString && ~endValue.indexOf(\"rad\") ? _RAD2DEG : 1),\n change = relative ? endNum * relative : endNum - startNum,\n finalValue = startNum + change + \"deg\",\n direction,\n pt;\n\n if (isString) {\n direction = endValue.split(\"_\")[1];\n\n if (direction === \"short\") {\n change %= cap;\n\n if (change !== change % (cap / 2)) {\n change += change < 0 ? cap : -cap;\n }\n }\n\n if (direction === \"cw\" && change < 0) {\n change = (change + cap * _bigNum) % cap - ~~(change / cap) * cap;\n } else if (direction === \"ccw\" && change > 0) {\n change = (change - cap * _bigNum) % cap - ~~(change / cap) * cap;\n }\n }\n\n plugin._pt = pt = new PropTween(plugin._pt, target, property, startNum, change, _renderPropWithEnd);\n pt.e = finalValue;\n pt.u = \"deg\";\n\n plugin._props.push(property);\n\n return pt;\n},\n _assign = function _assign(target, source) {\n // Internet Explorer doesn't have Object.assign(), so we recreate it here.\n for (var p in source) {\n target[p] = source[p];\n }\n\n return target;\n},\n _addRawTransformPTs = function _addRawTransformPTs(plugin, transforms, target) {\n //for handling cases where someone passes in a whole transform string, like transform: \"scale(2, 3) rotate(20deg) translateY(30em)\"\n var startCache = _assign({}, target._gsap),\n exclude = \"perspective,force3D,transformOrigin,svgOrigin\",\n style = target.style,\n endCache,\n p,\n startValue,\n endValue,\n startNum,\n endNum,\n startUnit,\n endUnit;\n\n if (startCache.svg) {\n startValue = target.getAttribute(\"transform\");\n target.setAttribute(\"transform\", \"\");\n style[_transformProp] = transforms;\n endCache = _parseTransform(target, 1);\n\n _removeProperty(target, _transformProp);\n\n target.setAttribute(\"transform\", startValue);\n } else {\n startValue = getComputedStyle(target)[_transformProp];\n style[_transformProp] = transforms;\n endCache = _parseTransform(target, 1);\n style[_transformProp] = startValue;\n }\n\n for (p in _transformProps) {\n startValue = startCache[p];\n endValue = endCache[p];\n\n if (startValue !== endValue && exclude.indexOf(p) < 0) {\n //tweening to no perspective gives very unintuitive results - just keep the same perspective in that case.\n startUnit = getUnit(startValue);\n endUnit = getUnit(endValue);\n startNum = startUnit !== endUnit ? _convertToUnit(target, p, startValue, endUnit) : parseFloat(startValue);\n endNum = parseFloat(endValue);\n plugin._pt = new PropTween(plugin._pt, endCache, p, startNum, endNum - startNum, _renderCSSProp);\n plugin._pt.u = endUnit || 0;\n\n plugin._props.push(p);\n }\n }\n\n _assign(endCache, startCache);\n}; // handle splitting apart padding, margin, borderWidth, and borderRadius into their 4 components. Firefox, for example, won't report borderRadius correctly - it will only do borderTopLeftRadius and the other corners. We also want to handle paddingTop, marginLeft, borderRightWidth, etc.\n\n\n_forEachName(\"padding,margin,Width,Radius\", function (name, index) {\n var t = \"Top\",\n r = \"Right\",\n b = \"Bottom\",\n l = \"Left\",\n props = (index < 3 ? [t, r, b, l] : [t + l, t + r, b + r, b + l]).map(function (side) {\n return index < 2 ? name + side : \"border\" + side + name;\n });\n\n _specialProps[index > 1 ? \"border\" + name : name] = function (plugin, target, property, endValue, tween) {\n var a, vars;\n\n if (arguments.length < 4) {\n // getter, passed target, property, and unit (from _get())\n a = props.map(function (prop) {\n return _get(plugin, prop, property);\n });\n vars = a.join(\" \");\n return vars.split(a[0]).length === 5 ? a[0] : vars;\n }\n\n a = (endValue + \"\").split(\" \");\n vars = {};\n props.forEach(function (prop, i) {\n return vars[prop] = a[i] = a[i] || a[(i - 1) / 2 | 0];\n });\n plugin.init(target, vars, tween);\n };\n});\n\nexport var CSSPlugin = {\n name: \"css\",\n register: _initCore,\n targetTest: function targetTest(target) {\n return target.style && target.nodeType;\n },\n init: function init(target, vars, tween, index, targets) {\n var props = this._props,\n style = target.style,\n startAt = tween.vars.startAt,\n startValue,\n endValue,\n endNum,\n startNum,\n type,\n specialProp,\n p,\n startUnit,\n endUnit,\n relative,\n isTransformRelated,\n transformPropTween,\n cache,\n smooth,\n hasPriority;\n _pluginInitted || _initCore();\n\n for (p in vars) {\n if (p === \"autoRound\") {\n continue;\n }\n\n endValue = vars[p];\n\n if (_plugins[p] && _checkPlugin(p, vars, tween, index, target, targets)) {\n // plugins\n continue;\n }\n\n type = typeof endValue;\n specialProp = _specialProps[p];\n\n if (type === \"function\") {\n endValue = endValue.call(tween, index, target, targets);\n type = typeof endValue;\n }\n\n if (type === \"string\" && ~endValue.indexOf(\"random(\")) {\n endValue = _replaceRandom(endValue);\n }\n\n if (specialProp) {\n specialProp(this, target, p, endValue, tween) && (hasPriority = 1);\n } else if (p.substr(0, 2) === \"--\") {\n //CSS variable\n startValue = (getComputedStyle(target).getPropertyValue(p) + \"\").trim();\n endValue += \"\";\n _colorExp.lastIndex = 0;\n\n if (!_colorExp.test(startValue)) {\n // colors don't have units\n startUnit = getUnit(startValue);\n endUnit = getUnit(endValue);\n }\n\n endUnit ? startUnit !== endUnit && (startValue = _convertToUnit(target, p, startValue, endUnit) + endUnit) : startUnit && (endValue += startUnit);\n this.add(style, \"setProperty\", startValue, endValue, index, targets, 0, 0, p);\n props.push(p);\n } else if (type !== \"undefined\") {\n if (startAt && p in startAt) {\n // in case someone hard-codes a complex value as the start, like top: \"calc(2vh / 2)\". Without this, it'd use the computed value (always in px)\n startValue = typeof startAt[p] === \"function\" ? startAt[p].call(tween, index, target, targets) : startAt[p];\n p in _config.units && !getUnit(startValue) && (startValue += _config.units[p]); // for cases when someone passes in a unitless value like {x: 100}; if we try setting translate(100, 0px) it won't work.\n\n (startValue + \"\").charAt(1) === \"=\" && (startValue = _get(target, p)); // can't work with relative values\n } else {\n startValue = _get(target, p);\n }\n\n startNum = parseFloat(startValue);\n relative = type === \"string\" && endValue.charAt(1) === \"=\" ? +(endValue.charAt(0) + \"1\") : 0;\n relative && (endValue = endValue.substr(2));\n endNum = parseFloat(endValue);\n\n if (p in _propertyAliases) {\n if (p === \"autoAlpha\") {\n //special case where we control the visibility along with opacity. We still allow the opacity value to pass through and get tweened.\n if (startNum === 1 && _get(target, \"visibility\") === \"hidden\" && endNum) {\n //if visibility is initially set to \"hidden\", we should interpret that as intent to make opacity 0 (a convenience)\n startNum = 0;\n }\n\n _addNonTweeningPT(this, style, \"visibility\", startNum ? \"inherit\" : \"hidden\", endNum ? \"inherit\" : \"hidden\", !endNum);\n }\n\n if (p !== \"scale\" && p !== \"transform\") {\n p = _propertyAliases[p];\n ~p.indexOf(\",\") && (p = p.split(\",\")[0]);\n }\n }\n\n isTransformRelated = p in _transformProps; //--- TRANSFORM-RELATED ---\n\n if (isTransformRelated) {\n if (!transformPropTween) {\n cache = target._gsap;\n cache.renderTransform && !vars.parseTransform || _parseTransform(target, vars.parseTransform); // if, for example, gsap.set(... {transform:\"translateX(50vw)\"}), the _get() call doesn't parse the transform, thus cache.renderTransform won't be set yet so force the parsing of the transform here.\n\n smooth = vars.smoothOrigin !== false && cache.smooth;\n transformPropTween = this._pt = new PropTween(this._pt, style, _transformProp, 0, 1, cache.renderTransform, cache, 0, -1); //the first time through, create the rendering PropTween so that it runs LAST (in the linked list, we keep adding to the beginning)\n\n transformPropTween.dep = 1; //flag it as dependent so that if things get killed/overwritten and this is the only PropTween left, we can safely kill the whole tween.\n }\n\n if (p === \"scale\") {\n this._pt = new PropTween(this._pt, cache, \"scaleY\", cache.scaleY, (relative ? relative * endNum : endNum - cache.scaleY) || 0);\n props.push(\"scaleY\", p);\n p += \"X\";\n } else if (p === \"transformOrigin\") {\n endValue = _convertKeywordsToPercentages(endValue); //in case something like \"left top\" or \"bottom right\" is passed in. Convert to percentages.\n\n if (cache.svg) {\n _applySVGOrigin(target, endValue, 0, smooth, 0, this);\n } else {\n endUnit = parseFloat(endValue.split(\" \")[2]) || 0; //handle the zOrigin separately!\n\n endUnit !== cache.zOrigin && _addNonTweeningPT(this, cache, \"zOrigin\", cache.zOrigin, endUnit);\n\n _addNonTweeningPT(this, style, p, _firstTwoOnly(startValue), _firstTwoOnly(endValue));\n }\n\n continue;\n } else if (p === \"svgOrigin\") {\n _applySVGOrigin(target, endValue, 1, smooth, 0, this);\n\n continue;\n } else if (p in _rotationalProperties) {\n _addRotationalPropTween(this, cache, p, startNum, endValue, relative);\n\n continue;\n } else if (p === \"smoothOrigin\") {\n _addNonTweeningPT(this, cache, \"smooth\", cache.smooth, endValue);\n\n continue;\n } else if (p === \"force3D\") {\n cache[p] = endValue;\n continue;\n } else if (p === \"transform\") {\n _addRawTransformPTs(this, endValue, target);\n\n continue;\n }\n } else if (!(p in style)) {\n p = _checkPropPrefix(p) || p;\n }\n\n if (isTransformRelated || (endNum || endNum === 0) && (startNum || startNum === 0) && !_complexExp.test(endValue) && p in style) {\n startUnit = (startValue + \"\").substr((startNum + \"\").length);\n endNum || (endNum = 0); // protect against NaN\n\n endUnit = getUnit(endValue) || (p in _config.units ? _config.units[p] : startUnit);\n startUnit !== endUnit && (startNum = _convertToUnit(target, p, startValue, endUnit));\n this._pt = new PropTween(this._pt, isTransformRelated ? cache : style, p, startNum, relative ? relative * endNum : endNum - startNum, !isTransformRelated && (endUnit === \"px\" || p === \"zIndex\") && vars.autoRound !== false ? _renderRoundedCSSProp : _renderCSSProp);\n this._pt.u = endUnit || 0;\n\n if (startUnit !== endUnit) {\n //when the tween goes all the way back to the beginning, we need to revert it to the OLD/ORIGINAL value (with those units). We record that as a \"b\" (beginning) property and point to a render method that handles that. (performance optimization)\n this._pt.b = startValue;\n this._pt.r = _renderCSSPropWithBeginning;\n }\n } else if (!(p in style)) {\n if (p in target) {\n //maybe it's not a style - it could be a property added directly to an element in which case we'll try to animate that.\n this.add(target, p, startValue || target[p], endValue, index, targets);\n } else {\n _missingPlugin(p, endValue);\n\n continue;\n }\n } else {\n _tweenComplexCSSString.call(this, target, p, startValue, endValue);\n }\n\n props.push(p);\n }\n }\n\n hasPriority && _sortPropTweensByPriority(this);\n },\n get: _get,\n aliases: _propertyAliases,\n getSetter: function getSetter(target, property, plugin) {\n //returns a setter function that accepts target, property, value and applies it accordingly. Remember, properties like \"x\" aren't as simple as target.style.property = value because they've got to be applied to a proxy object and then merged into a transform string in a renderer.\n var p = _propertyAliases[property];\n p && p.indexOf(\",\") < 0 && (property = p);\n return property in _transformProps && property !== _transformOriginProp && (target._gsap.x || _get(target, \"x\")) ? plugin && _recentSetterPlugin === plugin ? property === \"scale\" ? _setterScale : _setterTransform : (_recentSetterPlugin = plugin || {}) && (property === \"scale\" ? _setterScaleWithRender : _setterTransformWithRender) : target.style && !_isUndefined(target.style[property]) ? _setterCSSStyle : ~property.indexOf(\"-\") ? _setterCSSProp : _getSetter(target, property);\n },\n core: {\n _removeProperty: _removeProperty,\n _getMatrix: _getMatrix\n }\n};\ngsap.utils.checkPrefix = _checkPropPrefix;\n\n(function (positionAndScale, rotation, others, aliases) {\n var all = _forEachName(positionAndScale + \",\" + rotation + \",\" + others, function (name) {\n _transformProps[name] = 1;\n });\n\n _forEachName(rotation, function (name) {\n _config.units[name] = \"deg\";\n _rotationalProperties[name] = 1;\n });\n\n _propertyAliases[all[13]] = positionAndScale + \",\" + rotation;\n\n _forEachName(aliases, function (name) {\n var split = name.split(\":\");\n _propertyAliases[split[1]] = all[split[0]];\n });\n})(\"x,y,z,scale,scaleX,scaleY,xPercent,yPercent\", \"rotation,rotationX,rotationY,skewX,skewY\", \"transform,transformOrigin,svgOrigin,force3D,smoothOrigin,transformPerspective\", \"0:translateX,1:translateY,2:translateZ,8:rotate,8:rotationZ,8:rotateZ,9:rotateX,10:rotateY\");\n\n_forEachName(\"x,y,z,top,right,bottom,left,width,height,fontSize,padding,margin,perspective\", function (name) {\n _config.units[name] = \"px\";\n});\n\ngsap.registerPlugin(CSSPlugin);\nexport { CSSPlugin as default, _getBBox, _createElement, _checkPropPrefix as checkPrefix };","/*!\n * ScrollToPlugin 3.7.1\n * https://greensock.com\n *\n * @license Copyright 2008-2021, GreenSock. All rights reserved.\n * Subject to the terms at https://greensock.com/standard-license or for\n * Club GreenSock members, the agreement issued with that membership.\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nvar gsap,\n _coreInitted,\n _window,\n _docEl,\n _body,\n _toArray,\n _config,\n _windowExists = function _windowExists() {\n return typeof window !== \"undefined\";\n},\n _getGSAP = function _getGSAP() {\n return gsap || _windowExists() && (gsap = window.gsap) && gsap.registerPlugin && gsap;\n},\n _isString = function _isString(value) {\n return typeof value === \"string\";\n},\n _isFunction = function _isFunction(value) {\n return typeof value === \"function\";\n},\n _max = function _max(element, axis) {\n var dim = axis === \"x\" ? \"Width\" : \"Height\",\n scroll = \"scroll\" + dim,\n client = \"client\" + dim;\n return element === _window || element === _docEl || element === _body ? Math.max(_docEl[scroll], _body[scroll]) - (_window[\"inner\" + dim] || _docEl[client] || _body[client]) : element[scroll] - element[\"offset\" + dim];\n},\n _buildGetter = function _buildGetter(e, axis) {\n //pass in an element and an axis (\"x\" or \"y\") and it'll return a getter function for the scroll position of that element (like scrollTop or scrollLeft, although if the element is the window, it'll use the pageXOffset/pageYOffset or the documentElement's scrollTop/scrollLeft or document.body's. Basically this streamlines things and makes a very fast getter across browsers.\n var p = \"scroll\" + (axis === \"x\" ? \"Left\" : \"Top\");\n\n if (e === _window) {\n if (e.pageXOffset != null) {\n p = \"page\" + axis.toUpperCase() + \"Offset\";\n } else {\n e = _docEl[p] != null ? _docEl : _body;\n }\n }\n\n return function () {\n return e[p];\n };\n},\n _clean = function _clean(value, index, target, targets) {\n _isFunction(value) && (value = value(index, target, targets));\n\n if (typeof value !== \"object\") {\n return _isString(value) && value !== \"max\" && value.charAt(1) !== \"=\" ? {\n x: value,\n y: value\n } : {\n y: value\n }; //if we don't receive an object as the parameter, assume the user intends \"y\".\n } else if (value.nodeType) {\n return {\n y: value,\n x: value\n };\n } else {\n var result = {},\n p;\n\n for (p in value) {\n result[p] = p !== \"onAutoKill\" && _isFunction(value[p]) ? value[p](index, target, targets) : value[p];\n }\n\n return result;\n }\n},\n _getOffset = function _getOffset(element, container) {\n element = _toArray(element)[0];\n\n if (!element || !element.getBoundingClientRect) {\n return console.warn(\"scrollTo target doesn't exist. Using 0\") || {\n x: 0,\n y: 0\n };\n }\n\n var rect = element.getBoundingClientRect(),\n isRoot = !container || container === _window || container === _body,\n cRect = isRoot ? {\n top: _docEl.clientTop - (_window.pageYOffset || _docEl.scrollTop || _body.scrollTop || 0),\n left: _docEl.clientLeft - (_window.pageXOffset || _docEl.scrollLeft || _body.scrollLeft || 0)\n } : container.getBoundingClientRect(),\n offsets = {\n x: rect.left - cRect.left,\n y: rect.top - cRect.top\n };\n\n if (!isRoot && container) {\n //only add the current scroll position if it's not the window/body.\n offsets.x += _buildGetter(container, \"x\")();\n offsets.y += _buildGetter(container, \"y\")();\n }\n\n return offsets;\n},\n _parseVal = function _parseVal(value, target, axis, currentVal, offset) {\n return !isNaN(value) && typeof value !== \"object\" ? parseFloat(value) - offset : _isString(value) && value.charAt(1) === \"=\" ? parseFloat(value.substr(2)) * (value.charAt(0) === \"-\" ? -1 : 1) + currentVal - offset : value === \"max\" ? _max(target, axis) - offset : Math.min(_max(target, axis), _getOffset(value, target)[axis] - offset);\n},\n _initCore = function _initCore() {\n gsap = _getGSAP();\n\n if (_windowExists() && gsap && document.body) {\n _window = window;\n _body = document.body;\n _docEl = document.documentElement;\n _toArray = gsap.utils.toArray;\n gsap.config({\n autoKillThreshold: 7\n });\n _config = gsap.config();\n _coreInitted = 1;\n }\n};\n\nexport var ScrollToPlugin = {\n version: \"3.7.1\",\n name: \"scrollTo\",\n rawVars: 1,\n register: function register(core) {\n gsap = core;\n\n _initCore();\n },\n init: function init(target, value, tween, index, targets) {\n _coreInitted || _initCore();\n var data = this,\n snapType = gsap.getProperty(target, \"scrollSnapType\");\n data.isWin = target === _window;\n data.target = target;\n data.tween = tween;\n value = _clean(value, index, target, targets);\n data.vars = value;\n data.autoKill = !!value.autoKill;\n data.getX = _buildGetter(target, \"x\");\n data.getY = _buildGetter(target, \"y\");\n data.x = data.xPrev = data.getX();\n data.y = data.yPrev = data.getY();\n\n if (snapType && snapType !== \"none\") {\n // disable scroll snapping to avoid strange behavior\n data.snap = 1;\n data.snapInline = target.style.scrollSnapType;\n target.style.scrollSnapType = \"none\";\n }\n\n if (value.x != null) {\n data.add(data, \"x\", data.x, _parseVal(value.x, target, \"x\", data.x, value.offsetX || 0), index, targets);\n\n data._props.push(\"scrollTo_x\");\n } else {\n data.skipX = 1;\n }\n\n if (value.y != null) {\n data.add(data, \"y\", data.y, _parseVal(value.y, target, \"y\", data.y, value.offsetY || 0), index, targets);\n\n data._props.push(\"scrollTo_y\");\n } else {\n data.skipY = 1;\n }\n },\n render: function render(ratio, data) {\n var pt = data._pt,\n target = data.target,\n tween = data.tween,\n autoKill = data.autoKill,\n xPrev = data.xPrev,\n yPrev = data.yPrev,\n isWin = data.isWin,\n snap = data.snap,\n snapInline = data.snapInline,\n x,\n y,\n yDif,\n xDif,\n threshold;\n\n while (pt) {\n pt.r(ratio, pt.d);\n pt = pt._next;\n }\n\n x = isWin || !data.skipX ? data.getX() : xPrev;\n y = isWin || !data.skipY ? data.getY() : yPrev;\n yDif = y - yPrev;\n xDif = x - xPrev;\n threshold = _config.autoKillThreshold;\n\n if (data.x < 0) {\n //can't scroll to a position less than 0! Might happen if someone uses a Back.easeOut or Elastic.easeOut when scrolling back to the top of the page (for example)\n data.x = 0;\n }\n\n if (data.y < 0) {\n data.y = 0;\n }\n\n if (autoKill) {\n //note: iOS has a bug that throws off the scroll by several pixels, so we need to check if it's within 7 pixels of the previous one that we set instead of just looking for an exact match.\n if (!data.skipX && (xDif > threshold || xDif < -threshold) && x < _max(target, \"x\")) {\n data.skipX = 1; //if the user scrolls separately, we should stop tweening!\n }\n\n if (!data.skipY && (yDif > threshold || yDif < -threshold) && y < _max(target, \"y\")) {\n data.skipY = 1; //if the user scrolls separately, we should stop tweening!\n }\n\n if (data.skipX && data.skipY) {\n tween.kill();\n data.vars.onAutoKill && data.vars.onAutoKill.apply(tween, data.vars.onAutoKillParams || []);\n }\n }\n\n if (isWin) {\n _window.scrollTo(!data.skipX ? data.x : x, !data.skipY ? data.y : y);\n } else {\n data.skipY || (target.scrollTop = data.y);\n data.skipX || (target.scrollLeft = data.x);\n }\n\n if (snap && (ratio === 1 || ratio === 0)) {\n y = target.scrollTop;\n x = target.scrollLeft;\n snapInline ? target.style.scrollSnapType = snapInline : target.style.removeProperty(\"scroll-snap-type\");\n target.scrollTop = y + 1; // bug in Safari causes the element to totally reset its scroll position when scroll-snap-type changes, so we need to set it to a slightly different value and then back again to work around this bug.\n\n target.scrollLeft = x + 1;\n target.scrollTop = y;\n target.scrollLeft = x;\n }\n\n data.xPrev = data.x;\n data.yPrev = data.y;\n },\n kill: function kill(property) {\n var both = property === \"scrollTo\";\n\n if (both || property === \"scrollTo_x\") {\n this.skipX = 1;\n }\n\n if (both || property === \"scrollTo_y\") {\n this.skipY = 1;\n }\n }\n};\nScrollToPlugin.max = _max;\nScrollToPlugin.getOffset = _getOffset;\nScrollToPlugin.buildGetter = _buildGetter;\n_getGSAP() && gsap.registerPlugin(ScrollToPlugin);\nexport { ScrollToPlugin as default };","/*!\n * ScrollTrigger 3.7.1\n * https://greensock.com\n *\n * @license Copyright 2008-2021, GreenSock. All rights reserved.\n * Subject to the terms at https://greensock.com/standard-license or for\n * Club GreenSock members, the agreement issued with that membership.\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nvar gsap,\n _coreInitted,\n _win,\n _doc,\n _docEl,\n _body,\n _root,\n _resizeDelay,\n _raf,\n _request,\n _toArray,\n _clamp,\n _time2,\n _syncInterval,\n _refreshing,\n _pointerIsDown,\n _transformProp,\n _i,\n _prevWidth,\n _prevHeight,\n _autoRefresh,\n _sort,\n _suppressOverwrites,\n _ignoreResize,\n _limitCallbacks,\n // if true, we'll only trigger callbacks if the active state toggles, so if you scroll immediately past both the start and end positions of a ScrollTrigger (thus inactive to inactive), neither its onEnter nor onLeave will be called. This is useful during startup.\n_startup = 1,\n _proxies = [],\n _scrollers = [],\n _getTime = Date.now,\n _time1 = _getTime(),\n _lastScrollTime = 0,\n _enabled = 1,\n _passThrough = function _passThrough(v) {\n return v;\n},\n _round = function _round(value) {\n return Math.round(value * 100000) / 100000 || 0;\n},\n _windowExists = function _windowExists() {\n return typeof window !== \"undefined\";\n},\n _getGSAP = function _getGSAP() {\n return gsap || _windowExists() && (gsap = window.gsap) && gsap.registerPlugin && gsap;\n},\n _isViewport = function _isViewport(e) {\n return !!~_root.indexOf(e);\n},\n _getProxyProp = function _getProxyProp(element, property) {\n return ~_proxies.indexOf(element) && _proxies[_proxies.indexOf(element) + 1][property];\n},\n _getScrollFunc = function _getScrollFunc(element, _ref) {\n var s = _ref.s,\n sc = _ref.sc;\n\n // we store the scroller functions in a alternating sequenced Array like [element, verticalScrollFunc, horizontalScrollFunc, ...] so that we can minimize memory, maximize performance, and we also record the last position as a \".rec\" property in order to revert to that after refreshing to ensure things don't shift around.\n var i = _scrollers.indexOf(element),\n offset = sc === _vertical.sc ? 1 : 2;\n\n !~i && (i = _scrollers.push(element) - 1);\n return _scrollers[i + offset] || (_scrollers[i + offset] = _getProxyProp(element, s) || (_isViewport(element) ? sc : function (value) {\n return arguments.length ? element[s] = value : element[s];\n }));\n},\n _getBoundsFunc = function _getBoundsFunc(element) {\n return _getProxyProp(element, \"getBoundingClientRect\") || (_isViewport(element) ? function () {\n _winOffsets.width = _win.innerWidth;\n _winOffsets.height = _win.innerHeight;\n return _winOffsets;\n } : function () {\n return _getBounds(element);\n });\n},\n _getSizeFunc = function _getSizeFunc(scroller, isViewport, _ref2) {\n var d = _ref2.d,\n d2 = _ref2.d2,\n a = _ref2.a;\n return (a = _getProxyProp(scroller, \"getBoundingClientRect\")) ? function () {\n return a()[d];\n } : function () {\n return (isViewport ? _win[\"inner\" + d2] : scroller[\"client\" + d2]) || 0;\n };\n},\n _getOffsetsFunc = function _getOffsetsFunc(element, isViewport) {\n return !isViewport || ~_proxies.indexOf(element) ? _getBoundsFunc(element) : function () {\n return _winOffsets;\n };\n},\n _maxScroll = function _maxScroll(element, _ref3) {\n var s = _ref3.s,\n d2 = _ref3.d2,\n d = _ref3.d,\n a = _ref3.a;\n return (s = \"scroll\" + d2) && (a = _getProxyProp(element, s)) ? a() - _getBoundsFunc(element)()[d] : _isViewport(element) ? Math.max(_docEl[s], _body[s]) - (_win[\"inner\" + d2] || _docEl[\"client\" + d2] || _body[\"client\" + d2]) : element[s] - element[\"offset\" + d2];\n},\n _iterateAutoRefresh = function _iterateAutoRefresh(func, events) {\n for (var i = 0; i < _autoRefresh.length; i += 3) {\n (!events || ~events.indexOf(_autoRefresh[i + 1])) && func(_autoRefresh[i], _autoRefresh[i + 1], _autoRefresh[i + 2]);\n }\n},\n _isString = function _isString(value) {\n return typeof value === \"string\";\n},\n _isFunction = function _isFunction(value) {\n return typeof value === \"function\";\n},\n _isNumber = function _isNumber(value) {\n return typeof value === \"number\";\n},\n _isObject = function _isObject(value) {\n return typeof value === \"object\";\n},\n _callIfFunc = function _callIfFunc(value) {\n return _isFunction(value) && value();\n},\n _combineFunc = function _combineFunc(f1, f2) {\n return function () {\n var result1 = _callIfFunc(f1),\n result2 = _callIfFunc(f2);\n\n return function () {\n _callIfFunc(result1);\n\n _callIfFunc(result2);\n };\n };\n},\n _abs = Math.abs,\n _scrollLeft = \"scrollLeft\",\n _scrollTop = \"scrollTop\",\n _left = \"left\",\n _top = \"top\",\n _right = \"right\",\n _bottom = \"bottom\",\n _width = \"width\",\n _height = \"height\",\n _Right = \"Right\",\n _Left = \"Left\",\n _Top = \"Top\",\n _Bottom = \"Bottom\",\n _padding = \"padding\",\n _margin = \"margin\",\n _Width = \"Width\",\n _Height = \"Height\",\n _px = \"px\",\n _horizontal = {\n s: _scrollLeft,\n p: _left,\n p2: _Left,\n os: _right,\n os2: _Right,\n d: _width,\n d2: _Width,\n a: \"x\",\n sc: function sc(value) {\n return arguments.length ? _win.scrollTo(value, _vertical.sc()) : _win.pageXOffset || _doc[_scrollLeft] || _docEl[_scrollLeft] || _body[_scrollLeft] || 0;\n }\n},\n _vertical = {\n s: _scrollTop,\n p: _top,\n p2: _Top,\n os: _bottom,\n os2: _Bottom,\n d: _height,\n d2: _Height,\n a: \"y\",\n op: _horizontal,\n sc: function sc(value) {\n return arguments.length ? _win.scrollTo(_horizontal.sc(), value) : _win.pageYOffset || _doc[_scrollTop] || _docEl[_scrollTop] || _body[_scrollTop] || 0;\n }\n},\n _getComputedStyle = function _getComputedStyle(element) {\n return _win.getComputedStyle(element);\n},\n _makePositionable = function _makePositionable(element) {\n // if the element already has position: absolute or fixed, leave that, otherwise make it position: relative\n var position = _getComputedStyle(element).position;\n\n element.style.position = position === \"absolute\" || position === \"fixed\" ? position : \"relative\";\n},\n _setDefaults = function _setDefaults(obj, defaults) {\n for (var p in defaults) {\n p in obj || (obj[p] = defaults[p]);\n }\n\n return obj;\n},\n //_isInViewport = element => (element = _getBounds(element)) && !(element.top > (_win.innerHeight || _docEl.clientHeight) || element.bottom < 0 || element.left > (_win.innerWidth || _docEl.clientWidth) || element.right < 0) && element,\n_getBounds = function _getBounds(element, withoutTransforms) {\n var tween = withoutTransforms && _getComputedStyle(element)[_transformProp] !== \"matrix(1, 0, 0, 1, 0, 0)\" && gsap.to(element, {\n x: 0,\n y: 0,\n xPercent: 0,\n yPercent: 0,\n rotation: 0,\n rotationX: 0,\n rotationY: 0,\n scale: 1,\n skewX: 0,\n skewY: 0\n }).progress(1),\n bounds = element.getBoundingClientRect();\n tween && tween.progress(0).kill();\n return bounds;\n},\n _getSize = function _getSize(element, _ref4) {\n var d2 = _ref4.d2;\n return element[\"offset\" + d2] || element[\"client\" + d2] || 0;\n},\n _getLabelRatioArray = function _getLabelRatioArray(timeline) {\n var a = [],\n labels = timeline.labels,\n duration = timeline.duration(),\n p;\n\n for (p in labels) {\n a.push(labels[p] / duration);\n }\n\n return a;\n},\n _getClosestLabel = function _getClosestLabel(animation) {\n return function (value) {\n return gsap.utils.snap(_getLabelRatioArray(animation), value);\n };\n},\n _getLabelAtDirection = function _getLabelAtDirection(timeline) {\n return function (value, st) {\n var a = _getLabelRatioArray(timeline),\n i;\n\n a.sort(function (a, b) {\n return a - b;\n });\n\n if (st.direction > 0) {\n value -= 1e-4; // to avoid rounding errors. If we're too strict, it might snap forward, then immediately again, and again.\n\n for (i = 0; i < a.length; i++) {\n if (a[i] >= value) {\n return a[i];\n }\n }\n\n return a.pop();\n } else {\n i = a.length;\n value += 1e-4;\n\n while (i--) {\n if (a[i] <= value) {\n return a[i];\n }\n }\n }\n\n return a[0];\n };\n},\n _multiListener = function _multiListener(func, element, types, callback) {\n return types.split(\",\").forEach(function (type) {\n return func(element, type, callback);\n });\n},\n _addListener = function _addListener(element, type, func) {\n return element.addEventListener(type, func, {\n passive: true\n });\n},\n _removeListener = function _removeListener(element, type, func) {\n return element.removeEventListener(type, func);\n},\n _markerDefaults = {\n startColor: \"green\",\n endColor: \"red\",\n indent: 0,\n fontSize: \"16px\",\n fontWeight: \"normal\"\n},\n _defaults = {\n toggleActions: \"play\",\n anticipatePin: 0\n},\n _keywords = {\n top: 0,\n left: 0,\n center: 0.5,\n bottom: 1,\n right: 1\n},\n _offsetToPx = function _offsetToPx(value, size) {\n if (_isString(value)) {\n var eqIndex = value.indexOf(\"=\"),\n relative = ~eqIndex ? +(value.charAt(eqIndex - 1) + 1) * parseFloat(value.substr(eqIndex + 1)) : 0;\n\n if (~eqIndex) {\n value.indexOf(\"%\") > eqIndex && (relative *= size / 100);\n value = value.substr(0, eqIndex - 1);\n }\n\n value = relative + (value in _keywords ? _keywords[value] * size : ~value.indexOf(\"%\") ? parseFloat(value) * size / 100 : parseFloat(value) || 0);\n }\n\n return value;\n},\n _createMarker = function _createMarker(type, name, container, direction, _ref5, offset, matchWidthEl) {\n var startColor = _ref5.startColor,\n endColor = _ref5.endColor,\n fontSize = _ref5.fontSize,\n indent = _ref5.indent,\n fontWeight = _ref5.fontWeight;\n\n var e = _doc.createElement(\"div\"),\n useFixedPosition = _isViewport(container) || _getProxyProp(container, \"pinType\") === \"fixed\",\n isScroller = type.indexOf(\"scroller\") !== -1,\n parent = useFixedPosition ? _body : container,\n isStart = type.indexOf(\"start\") !== -1,\n color = isStart ? startColor : endColor,\n css = \"border-color:\" + color + \";font-size:\" + fontSize + \";color:\" + color + \";font-weight:\" + fontWeight + \";pointer-events:none;white-space:nowrap;font-family:sans-serif,Arial;z-index:1000;padding:4px 8px;border-width:0;border-style:solid;\";\n\n css += \"position:\" + (isScroller && useFixedPosition ? \"fixed;\" : \"absolute;\");\n (isScroller || !useFixedPosition) && (css += (direction === _vertical ? _right : _bottom) + \":\" + (offset + parseFloat(indent)) + \"px;\");\n matchWidthEl && (css += \"box-sizing:border-box;text-align:left;width:\" + matchWidthEl.offsetWidth + \"px;\");\n e._isStart = isStart;\n e.setAttribute(\"class\", \"gsap-marker-\" + type);\n e.style.cssText = css;\n e.innerText = name || name === 0 ? type + \"-\" + name : type;\n parent.children[0] ? parent.insertBefore(e, parent.children[0]) : parent.appendChild(e);\n e._offset = e[\"offset\" + direction.op.d2];\n\n _positionMarker(e, 0, direction, isStart);\n\n return e;\n},\n _positionMarker = function _positionMarker(marker, start, direction, flipped) {\n var vars = {\n display: \"block\"\n },\n side = direction[flipped ? \"os2\" : \"p2\"],\n oppositeSide = direction[flipped ? \"p2\" : \"os2\"];\n marker._isFlipped = flipped;\n vars[direction.a + \"Percent\"] = flipped ? -100 : 0;\n vars[direction.a] = flipped ? \"1px\" : 0;\n vars[\"border\" + side + _Width] = 1;\n vars[\"border\" + oppositeSide + _Width] = 0;\n vars[direction.p] = start + \"px\";\n gsap.set(marker, vars);\n},\n _triggers = [],\n _ids = {},\n _sync = function _sync() {\n return _request || (_request = _raf(_updateAll));\n},\n _onScroll = function _onScroll() {\n if (!_request) {\n _request = _raf(_updateAll);\n _lastScrollTime || _dispatch(\"scrollStart\");\n _lastScrollTime = _getTime();\n }\n},\n _onResize = function _onResize() {\n return !_refreshing && !_ignoreResize && !_doc.fullscreenElement && _resizeDelay.restart(true);\n},\n // ignore resizes triggered by refresh()\n_listeners = {},\n _emptyArray = [],\n _media = [],\n _creatingMedia,\n // when ScrollTrigger.matchMedia() is called, we record the current media key here (like \"(min-width: 800px)\") so that we can assign it to everything that's created during that call. Then we can revert just those when necessary. In the ScrollTrigger's init() call, the _creatingMedia is recorded as a \"media\" property on the instance.\n_lastMediaTick,\n _onMediaChange = function _onMediaChange(e) {\n var tick = gsap.ticker.frame,\n matches = [],\n i = 0,\n index;\n\n if (_lastMediaTick !== tick || _startup) {\n _revertAll();\n\n for (; i < _media.length; i += 4) {\n index = _win.matchMedia(_media[i]).matches;\n\n if (index !== _media[i + 3]) {\n // note: some browsers fire the matchMedia event multiple times, like when going full screen, so we shouldn't call the function multiple times. Check to see if it's already matched.\n _media[i + 3] = index;\n index ? matches.push(i) : _revertAll(1, _media[i]) || _isFunction(_media[i + 2]) && _media[i + 2](); // Firefox doesn't update the \"matches\" property of the MediaQueryList object correctly - it only does so as it calls its change handler - so we must re-create a media query here to ensure it's accurate.\n }\n }\n\n _revertRecorded(); // in case killing/reverting any of the animations actually added inline styles back.\n\n\n for (i = 0; i < matches.length; i++) {\n index = matches[i];\n _creatingMedia = _media[index];\n _media[index + 2] = _media[index + 1](e);\n }\n\n _creatingMedia = 0;\n _coreInitted && _refreshAll(0, 1);\n _lastMediaTick = tick;\n\n _dispatch(\"matchMedia\");\n }\n},\n _softRefresh = function _softRefresh() {\n return _removeListener(ScrollTrigger, \"scrollEnd\", _softRefresh) || _refreshAll(true);\n},\n _dispatch = function _dispatch(type) {\n return _listeners[type] && _listeners[type].map(function (f) {\n return f();\n }) || _emptyArray;\n},\n _savedStyles = [],\n // when ScrollTrigger.saveStyles() is called, the inline styles are recorded in this Array in a sequential format like [element, cssText, gsCache, media]. This keeps it very memory-efficient and fast to iterate through.\n_revertRecorded = function _revertRecorded(media) {\n for (var i = 0; i < _savedStyles.length; i += 5) {\n if (!media || _savedStyles[i + 4] === media) {\n _savedStyles[i].style.cssText = _savedStyles[i + 1];\n _savedStyles[i].getBBox && _savedStyles[i].setAttribute(\"transform\", _savedStyles[i + 2] || \"\");\n _savedStyles[i + 3].uncache = 1;\n }\n }\n},\n _revertAll = function _revertAll(kill, media) {\n var trigger;\n\n for (_i = 0; _i < _triggers.length; _i++) {\n trigger = _triggers[_i];\n\n if (!media || trigger.media === media) {\n if (kill) {\n trigger.kill(1);\n } else {\n trigger.revert();\n }\n }\n }\n\n media && _revertRecorded(media);\n media || _dispatch(\"revert\");\n},\n _refreshingAll,\n _refreshAll = function _refreshAll(force, skipRevert) {\n if (_lastScrollTime && !force) {\n _addListener(ScrollTrigger, \"scrollEnd\", _softRefresh);\n\n return;\n }\n\n _refreshingAll = true;\n\n var refreshInits = _dispatch(\"refreshInit\");\n\n _sort && ScrollTrigger.sort();\n skipRevert || _revertAll();\n\n _triggers.forEach(function (t) {\n return t.refresh();\n }); // don't loop with _i because during a refresh() someone could call ScrollTrigger.update() which would iterate through _i resulting in a skip.\n\n\n refreshInits.forEach(function (result) {\n return result && result.render && result.render(-1);\n }); // if the onRefreshInit() returns an animation (typically a gsap.set()), revert it. This makes it easy to put things in a certain spot before refreshing for measurement purposes, and then put things back.\n\n _scrollers.forEach(function (obj) {\n return typeof obj === \"function\" && (obj.rec = 0);\n }); // zero-out all the recorded scroll positions. Don't use _triggers because if, for example, .matchMedia() is used to create some ScrollTriggers and then the user resizes and it removes ALL ScrollTriggers, and then go back to a size where there are ScrollTriggers, it would have kept the position(s) saved from the initial state.\n\n\n _resizeDelay.pause();\n\n _refreshingAll = false;\n\n _dispatch(\"refresh\");\n},\n _lastScroll = 0,\n _direction = 1,\n _updateAll = function _updateAll() {\n if (!_refreshingAll) {\n var l = _triggers.length,\n time = _getTime(),\n recordVelocity = time - _time1 >= 50,\n scroll = l && _triggers[0].scroll();\n\n _direction = _lastScroll > scroll ? -1 : 1;\n _lastScroll = scroll;\n\n if (recordVelocity) {\n if (_lastScrollTime && !_pointerIsDown && time - _lastScrollTime > 200) {\n _lastScrollTime = 0;\n\n _dispatch(\"scrollEnd\");\n }\n\n _time2 = _time1;\n _time1 = time;\n }\n\n if (_direction < 0) {\n _i = l;\n\n while (_i-- > 0) {\n _triggers[_i] && _triggers[_i].update(0, recordVelocity);\n }\n\n _direction = 1;\n } else {\n for (_i = 0; _i < l; _i++) {\n _triggers[_i] && _triggers[_i].update(0, recordVelocity);\n }\n }\n\n _request = 0;\n }\n},\n _propNamesToCopy = [_left, _top, _bottom, _right, _margin + _Bottom, _margin + _Right, _margin + _Top, _margin + _Left, \"display\", \"flexShrink\", \"float\", \"zIndex\", \"grid-column-start\", \"grid-column-end\", \"grid-row-start\", \"grid-row-end\", \"grid-area\", \"justify-self\", \"align-self\", \"place-self\"],\n _stateProps = _propNamesToCopy.concat([_width, _height, \"boxSizing\", \"max\" + _Width, \"max\" + _Height, \"position\", _margin, _padding, _padding + _Top, _padding + _Right, _padding + _Bottom, _padding + _Left]),\n _swapPinOut = function _swapPinOut(pin, spacer, state) {\n _setState(state);\n\n if (pin.parentNode === spacer) {\n var parent = spacer.parentNode;\n\n if (parent) {\n parent.insertBefore(pin, spacer);\n parent.removeChild(spacer);\n }\n }\n},\n _swapPinIn = function _swapPinIn(pin, spacer, cs, spacerState) {\n if (pin.parentNode !== spacer) {\n var i = _propNamesToCopy.length,\n spacerStyle = spacer.style,\n pinStyle = pin.style,\n p;\n\n while (i--) {\n p = _propNamesToCopy[i];\n spacerStyle[p] = cs[p];\n }\n\n spacerStyle.position = cs.position === \"absolute\" ? \"absolute\" : \"relative\";\n cs.display === \"inline\" && (spacerStyle.display = \"inline-block\");\n pinStyle[_bottom] = pinStyle[_right] = \"auto\";\n spacerStyle.overflow = \"visible\";\n spacerStyle.boxSizing = \"border-box\";\n spacerStyle[_width] = _getSize(pin, _horizontal) + _px;\n spacerStyle[_height] = _getSize(pin, _vertical) + _px;\n spacerStyle[_padding] = pinStyle[_margin] = pinStyle[_top] = pinStyle[_left] = \"0\";\n\n _setState(spacerState);\n\n pinStyle[_width] = pinStyle[\"max\" + _Width] = cs[_width];\n pinStyle[_height] = pinStyle[\"max\" + _Height] = cs[_height];\n pinStyle[_padding] = cs[_padding];\n pin.parentNode.insertBefore(spacer, pin);\n spacer.appendChild(pin);\n }\n},\n _capsExp = /([A-Z])/g,\n _setState = function _setState(state) {\n if (state) {\n var style = state.t.style,\n l = state.length,\n i = 0,\n p,\n value;\n (state.t._gsap || gsap.core.getCache(state.t)).uncache = 1; // otherwise transforms may be off\n\n for (; i < l; i += 2) {\n value = state[i + 1];\n p = state[i];\n\n if (value) {\n style[p] = value;\n } else if (style[p]) {\n style.removeProperty(p.replace(_capsExp, \"-$1\").toLowerCase());\n }\n }\n }\n},\n _getState = function _getState(element) {\n // returns an Array with alternating values like [property, value, property, value] and a \"t\" property pointing to the target (element). Makes it fast and cheap.\n var l = _stateProps.length,\n style = element.style,\n state = [],\n i = 0;\n\n for (; i < l; i++) {\n state.push(_stateProps[i], style[_stateProps[i]]);\n }\n\n state.t = element;\n return state;\n},\n _copyState = function _copyState(state, override, omitOffsets) {\n var result = [],\n l = state.length,\n i = omitOffsets ? 8 : 0,\n // skip top, left, right, bottom if omitOffsets is true\n p;\n\n for (; i < l; i += 2) {\n p = state[i];\n result.push(p, p in override ? override[p] : state[i + 1]);\n }\n\n result.t = state.t;\n return result;\n},\n _winOffsets = {\n left: 0,\n top: 0\n},\n _parsePosition = function _parsePosition(value, trigger, scrollerSize, direction, scroll, marker, markerScroller, self, scrollerBounds, borderWidth, useFixedPosition, scrollerMax) {\n _isFunction(value) && (value = value(self));\n\n if (_isString(value) && value.substr(0, 3) === \"max\") {\n value = scrollerMax + (value.charAt(4) === \"=\" ? _offsetToPx(\"0\" + value.substr(3), scrollerSize) : 0);\n }\n\n if (!_isNumber(value)) {\n _isFunction(trigger) && (trigger = trigger(self));\n\n var element = _toArray(trigger)[0] || _body,\n bounds = _getBounds(element) || {},\n offsets = value.split(\" \"),\n localOffset,\n globalOffset,\n display;\n\n if ((!bounds || !bounds.left && !bounds.top) && _getComputedStyle(element).display === \"none\") {\n // if display is \"none\", it won't report getBoundingClientRect() properly\n display = element.style.display;\n element.style.display = \"block\";\n bounds = _getBounds(element);\n display ? element.style.display = display : element.style.removeProperty(\"display\");\n }\n\n localOffset = _offsetToPx(offsets[0], bounds[direction.d]);\n globalOffset = _offsetToPx(offsets[1] || \"0\", scrollerSize);\n value = bounds[direction.p] - scrollerBounds[direction.p] - borderWidth + localOffset + scroll - globalOffset;\n markerScroller && _positionMarker(markerScroller, globalOffset, direction, scrollerSize - globalOffset < 20 || markerScroller._isStart && globalOffset > 20);\n scrollerSize -= scrollerSize - globalOffset; // adjust for the marker\n } else if (markerScroller) {\n _positionMarker(markerScroller, scrollerSize, direction, true);\n }\n\n if (marker) {\n var position = value + scrollerSize,\n isStart = marker._isStart;\n scrollerMax = \"scroll\" + direction.d2;\n\n _positionMarker(marker, position, direction, isStart && position > 20 || !isStart && (useFixedPosition ? Math.max(_body[scrollerMax], _docEl[scrollerMax]) : marker.parentNode[scrollerMax]) <= position + 1);\n\n if (useFixedPosition) {\n scrollerBounds = _getBounds(markerScroller);\n useFixedPosition && (marker.style[direction.op.p] = scrollerBounds[direction.op.p] - direction.op.m - marker._offset + _px);\n }\n }\n\n return Math.round(value);\n},\n _prefixExp = /(?:webkit|moz|length|cssText|inset)/i,\n _reparent = function _reparent(element, parent, top, left) {\n if (element.parentNode !== parent) {\n var style = element.style,\n p,\n cs;\n\n if (parent === _body) {\n element._stOrig = style.cssText; // record original inline styles so we can revert them later\n\n cs = _getComputedStyle(element);\n\n for (p in cs) {\n // must copy all relevant styles to ensure that nothing changes visually when we reparent to the . Skip the vendor prefixed ones.\n if (!+p && !_prefixExp.test(p) && cs[p] && typeof style[p] === \"string\" && p !== \"0\") {\n style[p] = cs[p];\n }\n }\n\n style.top = top;\n style.left = left;\n } else {\n style.cssText = element._stOrig;\n }\n\n gsap.core.getCache(element).uncache = 1;\n parent.appendChild(element);\n }\n},\n // returns a function that can be used to tween the scroll position in the direction provided, and when doing so it'll add a .tween property to the FUNCTION itself, and remove it when the tween completes or gets killed. This gives us a way to have multiple ScrollTriggers use a central function for any given scroller and see if there's a scroll tween running (which would affect if/how things get updated)\n_getTweenCreator = function _getTweenCreator(scroller, direction) {\n var getScroll = _getScrollFunc(scroller, direction),\n prop = \"_scroll\" + direction.p2,\n // add a tweenable property to the scroller that's a getter/setter function, like _scrollTop or _scrollLeft. This way, if someone does gsap.killTweensOf(scroller) it'll kill the scroll tween.\n lastScroll1,\n lastScroll2,\n getTween = function getTween(scrollTo, vars, initialValue, change1, change2) {\n var tween = getTween.tween,\n onComplete = vars.onComplete,\n modifiers = {};\n tween && tween.kill();\n lastScroll1 = Math.round(initialValue);\n vars[prop] = scrollTo;\n vars.modifiers = modifiers;\n\n modifiers[prop] = function (value) {\n value = _round(getScroll()); // round because in some [very uncommon] Windows environments, it can get reported with decimals even though it was set without.\n\n if (value !== lastScroll1 && value !== lastScroll2 && Math.abs(value - lastScroll1) > 2) {\n // if the user scrolls, kill the tween. iOS Safari intermittently misreports the scroll position, it may be the most recently-set one or the one before that! When Safari is zoomed (CMD-+), it often misreports as 1 pixel off too! So if we set the scroll position to 125, for example, it'll actually report it as 124.\n tween.kill();\n getTween.tween = 0;\n } else {\n value = initialValue + change1 * tween.ratio + change2 * tween.ratio * tween.ratio;\n }\n\n lastScroll2 = lastScroll1;\n return lastScroll1 = _round(value);\n };\n\n vars.onComplete = function () {\n getTween.tween = 0;\n onComplete && onComplete.call(tween);\n };\n\n tween = getTween.tween = gsap.to(scroller, vars);\n return tween;\n };\n\n scroller[prop] = getScroll;\n scroller.addEventListener(\"wheel\", function () {\n return getTween.tween && getTween.tween.kill() && (getTween.tween = 0);\n }, {\n passive: true\n }); // Windows machines handle mousewheel scrolling in chunks (like \"3 lines per scroll\") meaning the typical strategy for cancelling the scroll isn't as sensitive. It's much more likely to match one of the previous 2 scroll event positions. So we kill any snapping as soon as there's a wheel event.\n\n return getTween;\n};\n\n_horizontal.op = _vertical;\nexport var ScrollTrigger = /*#__PURE__*/function () {\n function ScrollTrigger(vars, animation) {\n _coreInitted || ScrollTrigger.register(gsap) || console.warn(\"Please gsap.registerPlugin(ScrollTrigger)\");\n this.init(vars, animation);\n }\n\n var _proto = ScrollTrigger.prototype;\n\n _proto.init = function init(vars, animation) {\n this.progress = this.start = 0;\n this.vars && this.kill(1); // in case it's being initted again\n\n if (!_enabled) {\n this.update = this.refresh = this.kill = _passThrough;\n return;\n }\n\n vars = _setDefaults(_isString(vars) || _isNumber(vars) || vars.nodeType ? {\n trigger: vars\n } : vars, _defaults);\n\n var direction = vars.horizontal ? _horizontal : _vertical,\n _vars = vars,\n onUpdate = _vars.onUpdate,\n toggleClass = _vars.toggleClass,\n id = _vars.id,\n onToggle = _vars.onToggle,\n onRefresh = _vars.onRefresh,\n scrub = _vars.scrub,\n trigger = _vars.trigger,\n pin = _vars.pin,\n pinSpacing = _vars.pinSpacing,\n invalidateOnRefresh = _vars.invalidateOnRefresh,\n anticipatePin = _vars.anticipatePin,\n onScrubComplete = _vars.onScrubComplete,\n onSnapComplete = _vars.onSnapComplete,\n once = _vars.once,\n snap = _vars.snap,\n pinReparent = _vars.pinReparent,\n isToggle = !scrub && scrub !== 0,\n scroller = _toArray(vars.scroller || _win)[0],\n scrollerCache = gsap.core.getCache(scroller),\n isViewport = _isViewport(scroller),\n useFixedPosition = \"pinType\" in vars ? vars.pinType === \"fixed\" : isViewport || _getProxyProp(scroller, \"pinType\") === \"fixed\",\n callbacks = [vars.onEnter, vars.onLeave, vars.onEnterBack, vars.onLeaveBack],\n toggleActions = isToggle && vars.toggleActions.split(\" \"),\n markers = \"markers\" in vars ? vars.markers : _defaults.markers,\n borderWidth = isViewport ? 0 : parseFloat(_getComputedStyle(scroller)[\"border\" + direction.p2 + _Width]) || 0,\n self = this,\n onRefreshInit = vars.onRefreshInit && function () {\n return vars.onRefreshInit(self);\n },\n getScrollerSize = _getSizeFunc(scroller, isViewport, direction),\n getScrollerOffsets = _getOffsetsFunc(scroller, isViewport),\n lastSnap = 0,\n tweenTo,\n pinCache,\n snapFunc,\n scroll1,\n scroll2,\n start,\n end,\n markerStart,\n markerEnd,\n markerStartTrigger,\n markerEndTrigger,\n markerVars,\n change,\n pinOriginalState,\n pinActiveState,\n pinState,\n spacer,\n offset,\n pinGetter,\n pinSetter,\n pinStart,\n pinChange,\n spacingStart,\n spacerState,\n markerStartSetter,\n markerEndSetter,\n cs,\n snap1,\n snap2,\n scrubTween,\n scrubSmooth,\n snapDurClamp,\n snapDelayedCall,\n prevProgress,\n prevScroll,\n prevAnimProgress;\n\n self.media = _creatingMedia;\n anticipatePin *= 45;\n self.scroller = scroller;\n self.scroll = _getScrollFunc(scroller, direction);\n scroll1 = self.scroll();\n self.vars = vars;\n animation = animation || vars.animation;\n \"refreshPriority\" in vars && (_sort = 1);\n scrollerCache.tweenScroll = scrollerCache.tweenScroll || {\n top: _getTweenCreator(scroller, _vertical),\n left: _getTweenCreator(scroller, _horizontal)\n };\n self.tweenTo = tweenTo = scrollerCache.tweenScroll[direction.p];\n\n if (animation) {\n animation.vars.lazy = false;\n animation._initted || animation.vars.immediateRender !== false && vars.immediateRender !== false && animation.render(0, true, true);\n self.animation = animation.pause();\n animation.scrollTrigger = self;\n scrubSmooth = _isNumber(scrub) && scrub;\n scrubSmooth && (scrubTween = gsap.to(animation, {\n ease: \"power3\",\n duration: scrubSmooth,\n onComplete: function onComplete() {\n return onScrubComplete && onScrubComplete(self);\n }\n }));\n snap1 = 0;\n id || (id = animation.vars.id);\n }\n\n _triggers.push(self);\n\n if (snap) {\n if (!_isObject(snap) || snap.push) {\n snap = {\n snapTo: snap\n };\n }\n\n \"scrollBehavior\" in _body.style && gsap.set(isViewport ? [_body, _docEl] : scroller, {\n scrollBehavior: \"auto\"\n }); // smooth scrolling doesn't work with snap.\n\n snapFunc = _isFunction(snap.snapTo) ? snap.snapTo : snap.snapTo === \"labels\" ? _getClosestLabel(animation) : snap.snapTo === \"labelsDirectional\" ? _getLabelAtDirection(animation) : gsap.utils.snap(snap.snapTo);\n snapDurClamp = snap.duration || {\n min: 0.1,\n max: 2\n };\n snapDurClamp = _isObject(snapDurClamp) ? _clamp(snapDurClamp.min, snapDurClamp.max) : _clamp(snapDurClamp, snapDurClamp);\n snapDelayedCall = gsap.delayedCall(snap.delay || scrubSmooth / 2 || 0.1, function () {\n if (Math.abs(self.getVelocity()) < 10 && !_pointerIsDown && lastSnap !== self.scroll()) {\n var totalProgress = animation && !isToggle ? animation.totalProgress() : self.progress,\n velocity = (totalProgress - snap2) / (_getTime() - _time2) * 1000 || 0,\n change1 = gsap.utils.clamp(-self.progress, 1 - self.progress, _abs(velocity / 2) * velocity / 0.185),\n naturalEnd = self.progress + (snap.inertia === false ? 0 : change1),\n endValue = _clamp(0, 1, snapFunc(naturalEnd, self)),\n scroll = self.scroll(),\n endScroll = Math.round(start + endValue * change),\n _snap = snap,\n onStart = _snap.onStart,\n _onInterrupt = _snap.onInterrupt,\n _onComplete = _snap.onComplete,\n tween = tweenTo.tween;\n\n if (scroll <= end && scroll >= start && endScroll !== scroll) {\n if (tween && !tween._initted && tween.data <= Math.abs(endScroll - scroll)) {\n // there's an overlapping snap! So we must figure out which one is closer and let that tween live.\n return;\n }\n\n if (snap.inertia === false) {\n change1 = endValue - self.progress;\n }\n\n tweenTo(endScroll, {\n duration: snapDurClamp(_abs(Math.max(_abs(naturalEnd - totalProgress), _abs(endValue - totalProgress)) * 0.185 / velocity / 0.05 || 0)),\n ease: snap.ease || \"power3\",\n data: Math.abs(endScroll - scroll),\n // record the distance so that if another snap tween occurs (conflict) we can prioritize the closest snap.\n onInterrupt: function onInterrupt() {\n return snapDelayedCall.restart(true) && _onInterrupt && _onInterrupt(self);\n },\n onComplete: function onComplete() {\n lastSnap = self.scroll();\n snap1 = snap2 = animation && !isToggle ? animation.totalProgress() : self.progress;\n onSnapComplete && onSnapComplete(self);\n _onComplete && _onComplete(self);\n }\n }, scroll, change1 * change, endScroll - scroll - change1 * change);\n onStart && onStart(self, tweenTo.tween);\n }\n } else if (self.isActive) {\n snapDelayedCall.restart(true);\n }\n }).pause();\n }\n\n id && (_ids[id] = self);\n trigger = self.trigger = _toArray(trigger || pin)[0];\n pin = pin === true ? trigger : _toArray(pin)[0];\n _isString(toggleClass) && (toggleClass = {\n targets: trigger,\n className: toggleClass\n });\n\n if (pin) {\n pinSpacing === false || pinSpacing === _margin || (pinSpacing = !pinSpacing && _getComputedStyle(pin.parentNode).display === \"flex\" ? false : _padding); // if the parent is display: flex, don't apply pinSpacing by default.\n\n self.pin = pin;\n vars.force3D !== false && gsap.set(pin, {\n force3D: true\n });\n pinCache = gsap.core.getCache(pin);\n\n if (!pinCache.spacer) {\n // record the spacer and pinOriginalState on the cache in case someone tries pinning the same element with MULTIPLE ScrollTriggers - we don't want to have multiple spacers or record the \"original\" pin state after it has already been affected by another ScrollTrigger.\n pinCache.spacer = spacer = _doc.createElement(\"div\");\n spacer.setAttribute(\"class\", \"pin-spacer\" + (id ? \" pin-spacer-\" + id : \"\"));\n pinCache.pinState = pinOriginalState = _getState(pin);\n } else {\n pinOriginalState = pinCache.pinState;\n }\n\n self.spacer = spacer = pinCache.spacer;\n cs = _getComputedStyle(pin);\n spacingStart = cs[pinSpacing + direction.os2];\n pinGetter = gsap.getProperty(pin);\n pinSetter = gsap.quickSetter(pin, direction.a, _px); // pin.firstChild && !_maxScroll(pin, direction) && (pin.style.overflow = \"hidden\"); // protects from collapsing margins, but can have unintended consequences as demonstrated here: https://codepen.io/GreenSock/pen/1e42c7a73bfa409d2cf1e184e7a4248d so it was removed in favor of just telling people to set up their CSS to avoid the collapsing margins (overflow: hidden | auto is just one option. Another is border-top: 1px solid transparent).\n\n _swapPinIn(pin, spacer, cs);\n\n pinState = _getState(pin);\n }\n\n if (markers) {\n markerVars = _isObject(markers) ? _setDefaults(markers, _markerDefaults) : _markerDefaults;\n markerStartTrigger = _createMarker(\"scroller-start\", id, scroller, direction, markerVars, 0);\n markerEndTrigger = _createMarker(\"scroller-end\", id, scroller, direction, markerVars, 0, markerStartTrigger);\n offset = markerStartTrigger[\"offset\" + direction.op.d2];\n markerStart = _createMarker(\"start\", id, scroller, direction, markerVars, offset);\n markerEnd = _createMarker(\"end\", id, scroller, direction, markerVars, offset);\n\n if (!useFixedPosition && !(_proxies.length && _getProxyProp(scroller, \"fixedMarkers\") === true)) {\n _makePositionable(isViewport ? _body : scroller);\n\n gsap.set([markerStartTrigger, markerEndTrigger], {\n force3D: true\n });\n markerStartSetter = gsap.quickSetter(markerStartTrigger, direction.a, _px);\n markerEndSetter = gsap.quickSetter(markerEndTrigger, direction.a, _px);\n }\n }\n\n self.revert = function (revert) {\n var r = revert !== false || !self.enabled,\n prevRefreshing = _refreshing;\n\n if (r !== self.isReverted) {\n if (r) {\n self.scroll.rec || (self.scroll.rec = self.scroll());\n prevScroll = Math.max(self.scroll(), self.scroll.rec || 0); // record the scroll so we can revert later (repositioning/pinning things can affect scroll position). In the static refresh() method, we first record all the scroll positions as a reference.\n\n prevProgress = self.progress;\n prevAnimProgress = animation && animation.progress();\n }\n\n markerStart && [markerStart, markerEnd, markerStartTrigger, markerEndTrigger].forEach(function (m) {\n return m.style.display = r ? \"none\" : \"block\";\n });\n r && (_refreshing = 1);\n self.update(r); // make sure the pin is back in its original position so that all the measurements are correct.\n\n _refreshing = prevRefreshing;\n pin && (r ? _swapPinOut(pin, spacer, pinOriginalState) : (!pinReparent || !self.isActive) && _swapPinIn(pin, spacer, _getComputedStyle(pin), spacerState));\n self.isReverted = r;\n }\n };\n\n self.refresh = function (soft, force) {\n if ((_refreshing || !self.enabled) && !force) {\n return;\n }\n\n if (pin && soft && _lastScrollTime) {\n _addListener(ScrollTrigger, \"scrollEnd\", _softRefresh);\n\n return;\n }\n\n _refreshing = 1;\n scrubTween && scrubTween.pause();\n invalidateOnRefresh && animation && animation.progress(0).invalidate();\n self.isReverted || self.revert();\n\n var size = getScrollerSize(),\n scrollerBounds = getScrollerOffsets(),\n max = _maxScroll(scroller, direction),\n offset = 0,\n otherPinOffset = 0,\n parsedEnd = vars.end,\n parsedEndTrigger = vars.endTrigger || trigger,\n parsedStart = vars.start || (vars.start === 0 || !trigger ? 0 : pin ? \"0 0\" : \"0 100%\"),\n pinnedContainer = vars.pinnedContainer && _toArray(vars.pinnedContainer)[0],\n triggerIndex = trigger && Math.max(0, _triggers.indexOf(self)) || 0,\n i = triggerIndex,\n cs,\n bounds,\n scroll,\n isVertical,\n override,\n curTrigger,\n curPin,\n oppositeScroll,\n initted,\n revertedPins;\n\n while (i--) {\n // user might try to pin the same element more than once, so we must find any prior triggers with the same pin, revert them, and determine how long they're pinning so that we can offset things appropriately. Make sure we revert from last to first so that things \"rewind\" properly.\n curTrigger = _triggers[i];\n curTrigger.end || curTrigger.refresh(0, 1) || (_refreshing = 1); // if it's a timeline-based trigger that hasn't been fully initialized yet because it's waiting for 1 tick, just force the refresh() here, otherwise if it contains a pin that's supposed to affect other ScrollTriggers further down the page, they won't be adjusted properly.\n\n curPin = curTrigger.pin;\n\n if (curPin && (curPin === trigger || curPin === pin) && !curTrigger.isReverted) {\n revertedPins || (revertedPins = []);\n revertedPins.unshift(curTrigger); // we'll revert from first to last to make sure things reach their end state properly\n\n curTrigger.revert();\n }\n }\n\n start = _parsePosition(parsedStart, trigger, size, direction, self.scroll(), markerStart, markerStartTrigger, self, scrollerBounds, borderWidth, useFixedPosition, max) || (pin ? -0.001 : 0);\n _isFunction(parsedEnd) && (parsedEnd = parsedEnd(self));\n\n if (_isString(parsedEnd) && !parsedEnd.indexOf(\"+=\")) {\n if (~parsedEnd.indexOf(\" \")) {\n parsedEnd = (_isString(parsedStart) ? parsedStart.split(\" \")[0] : \"\") + parsedEnd;\n } else {\n offset = _offsetToPx(parsedEnd.substr(2), size);\n parsedEnd = _isString(parsedStart) ? parsedStart : start + offset; // _parsePosition won't factor in the offset if the start is a number, so do it here.\n\n parsedEndTrigger = trigger;\n }\n }\n\n end = Math.max(start, _parsePosition(parsedEnd || (parsedEndTrigger ? \"100% 0\" : max), parsedEndTrigger, size, direction, self.scroll() + offset, markerEnd, markerEndTrigger, self, scrollerBounds, borderWidth, useFixedPosition, max)) || -0.001;\n change = end - start || (start -= 0.01) && 0.001;\n offset = 0;\n i = triggerIndex;\n\n while (i--) {\n curTrigger = _triggers[i];\n curPin = curTrigger.pin;\n\n if (curPin && curTrigger.start - curTrigger._pinPush < start) {\n cs = curTrigger.end - curTrigger.start;\n (curPin === trigger || curPin === pinnedContainer) && (offset += cs);\n curPin === pin && (otherPinOffset += cs);\n }\n }\n\n start += offset;\n end += offset;\n self._pinPush = otherPinOffset;\n\n if (markerStart && offset) {\n // offset the markers if necessary\n cs = {};\n cs[direction.a] = \"+=\" + offset;\n pinnedContainer && (cs[direction.p] = \"-=\" + self.scroll());\n gsap.set([markerStart, markerEnd], cs);\n }\n\n if (pin) {\n cs = _getComputedStyle(pin);\n isVertical = direction === _vertical;\n scroll = self.scroll(); // recalculate because the triggers can affect the scroll\n\n pinStart = parseFloat(pinGetter(direction.a)) + otherPinOffset;\n !max && end > 1 && ((isViewport ? _body : scroller).style[\"overflow-\" + direction.a] = \"scroll\"); // makes sure the scroller has a scrollbar, otherwise if something has width: 100%, for example, it would be too big (exclude the scrollbar). See https://greensock.com/forums/topic/25182-scrolltrigger-width-of-page-increase-where-markers-are-set-to-false/\n\n _swapPinIn(pin, spacer, cs);\n\n pinState = _getState(pin); // transforms will interfere with the top/left/right/bottom placement, so remove them temporarily. getBoundingClientRect() factors in transforms.\n\n bounds = _getBounds(pin, true);\n oppositeScroll = useFixedPosition && _getScrollFunc(scroller, isVertical ? _horizontal : _vertical)();\n\n if (pinSpacing) {\n spacerState = [pinSpacing + direction.os2, change + otherPinOffset + _px];\n spacerState.t = spacer;\n i = pinSpacing === _padding ? _getSize(pin, direction) + change + otherPinOffset : 0;\n i && spacerState.push(direction.d, i + _px); // for box-sizing: border-box (must include padding).\n\n _setState(spacerState);\n\n useFixedPosition && self.scroll(prevScroll);\n }\n\n if (useFixedPosition) {\n override = {\n top: bounds.top + (isVertical ? scroll - start : oppositeScroll) + _px,\n left: bounds.left + (isVertical ? oppositeScroll : scroll - start) + _px,\n boxSizing: \"border-box\",\n position: \"fixed\"\n };\n override[_width] = override[\"max\" + _Width] = Math.ceil(bounds.width) + _px;\n override[_height] = override[\"max\" + _Height] = Math.ceil(bounds.height) + _px;\n override[_margin] = override[_margin + _Top] = override[_margin + _Right] = override[_margin + _Bottom] = override[_margin + _Left] = \"0\";\n override[_padding] = cs[_padding];\n override[_padding + _Top] = cs[_padding + _Top];\n override[_padding + _Right] = cs[_padding + _Right];\n override[_padding + _Bottom] = cs[_padding + _Bottom];\n override[_padding + _Left] = cs[_padding + _Left];\n pinActiveState = _copyState(pinOriginalState, override, pinReparent);\n }\n\n if (animation) {\n // the animation might be affecting the transform, so we must jump to the end, check the value, and compensate accordingly. Otherwise, when it becomes unpinned, the pinSetter() will get set to a value that doesn't include whatever the animation did.\n initted = animation._initted; // if not, we must invalidate() after this step, otherwise it could lock in starting values prematurely.\n\n _suppressOverwrites(1);\n\n animation.render(animation.duration(), true, true);\n pinChange = pinGetter(direction.a) - pinStart + change + otherPinOffset;\n change !== pinChange && pinActiveState.splice(pinActiveState.length - 2, 2); // transform is the last property/value set in the state Array. Since the animation is controlling that, we should omit it.\n\n animation.render(0, true, true);\n initted || animation.invalidate();\n\n _suppressOverwrites(0);\n } else {\n pinChange = change;\n }\n } else if (trigger && self.scroll()) {\n // it may be INSIDE a pinned element, so walk up the tree and look for any elements with _pinOffset to compensate because anything with pinSpacing that's already scrolled would throw off the measurements in getBoundingClientRect()\n bounds = trigger.parentNode;\n\n while (bounds && bounds !== _body) {\n if (bounds._pinOffset) {\n start -= bounds._pinOffset;\n end -= bounds._pinOffset;\n }\n\n bounds = bounds.parentNode;\n }\n }\n\n revertedPins && revertedPins.forEach(function (t) {\n return t.revert(false);\n });\n self.start = start;\n self.end = end;\n scroll1 = scroll2 = self.scroll(); // reset velocity\n\n scroll1 < prevScroll && self.scroll(prevScroll);\n self.revert(false);\n _refreshing = 0;\n animation && isToggle && animation._initted && animation.progress() !== prevAnimProgress && animation.progress(prevAnimProgress, true).render(animation.time(), true, true); // must force a re-render because if saveStyles() was used on the target(s), the styles could have been wiped out during the refresh().\n\n if (prevProgress !== self.progress) {\n // ensures that the direction is set properly (when refreshing, progress is set back to 0 initially, then back again to wherever it needs to be) and that callbacks are triggered.\n scrubTween && animation.totalProgress(prevProgress, true); // to avoid issues where animation callbacks like onStart aren't triggered.\n\n self.progress = prevProgress;\n self.update();\n }\n\n pin && pinSpacing && (spacer._pinOffset = Math.round(self.progress * pinChange));\n onRefresh && onRefresh(self);\n };\n\n self.getVelocity = function () {\n return (self.scroll() - scroll2) / (_getTime() - _time2) * 1000 || 0;\n };\n\n self.update = function (reset, recordVelocity) {\n var scroll = self.scroll(),\n p = reset ? 0 : (scroll - start) / change,\n clipped = p < 0 ? 0 : p > 1 ? 1 : p || 0,\n prevProgress = self.progress,\n isActive,\n wasActive,\n toggleState,\n action,\n stateChanged,\n toggled;\n\n if (recordVelocity) {\n scroll2 = scroll1;\n scroll1 = scroll;\n\n if (snap) {\n snap2 = snap1;\n snap1 = animation && !isToggle ? animation.totalProgress() : clipped;\n }\n } // anticipate the pinning a few ticks ahead of time based on velocity to avoid a visual glitch due to the fact that most browsers do scrolling on a separate thread (not synced with requestAnimationFrame).\n\n\n anticipatePin && !clipped && pin && !_refreshing && !_startup && _lastScrollTime && start < scroll + (scroll - scroll2) / (_getTime() - _time2) * anticipatePin && (clipped = 0.0001);\n\n if (clipped !== prevProgress && self.enabled) {\n isActive = self.isActive = !!clipped && clipped < 1;\n wasActive = !!prevProgress && prevProgress < 1;\n toggled = isActive !== wasActive;\n stateChanged = toggled || !!clipped !== !!prevProgress; // could go from start all the way to end, thus it didn't toggle but it did change state in a sense (may need to fire a callback)\n\n self.direction = clipped > prevProgress ? 1 : -1;\n self.progress = clipped;\n\n if (!isToggle) {\n if (scrubTween && !_refreshing && !_startup) {\n scrubTween.vars.totalProgress = clipped;\n scrubTween.invalidate().restart();\n } else if (animation) {\n animation.totalProgress(clipped, !!_refreshing);\n }\n }\n\n if (pin) {\n reset && pinSpacing && (spacer.style[pinSpacing + direction.os2] = spacingStart);\n\n if (!useFixedPosition) {\n pinSetter(pinStart + pinChange * clipped);\n } else if (stateChanged) {\n action = !reset && clipped > prevProgress && end + 1 > scroll && scroll + 1 >= _maxScroll(scroller, direction); // if it's at the VERY end of the page, don't switch away from position: fixed because it's pointless and it could cause a brief flash when the user scrolls back up (when it gets pinned again)\n\n if (pinReparent) {\n if (!reset && (isActive || action)) {\n var bounds = _getBounds(pin, true),\n _offset = scroll - start;\n\n _reparent(pin, _body, bounds.top + (direction === _vertical ? _offset : 0) + _px, bounds.left + (direction === _vertical ? 0 : _offset) + _px);\n } else {\n _reparent(pin, spacer);\n }\n }\n\n _setState(isActive || action ? pinActiveState : pinState);\n\n pinChange !== change && clipped < 1 && isActive || pinSetter(pinStart + (clipped === 1 && !action ? pinChange : 0));\n }\n }\n\n snap && !tweenTo.tween && !_refreshing && !_startup && snapDelayedCall.restart(true);\n toggleClass && (toggled || once && clipped && (clipped < 1 || !_limitCallbacks)) && _toArray(toggleClass.targets).forEach(function (el) {\n return el.classList[isActive || once ? \"add\" : \"remove\"](toggleClass.className);\n }); // classes could affect positioning, so do it even if reset or refreshing is true.\n\n onUpdate && !isToggle && !reset && onUpdate(self);\n\n if (stateChanged && !_refreshing) {\n toggleState = clipped && !prevProgress ? 0 : clipped === 1 ? 1 : prevProgress === 1 ? 2 : 3; // 0 = enter, 1 = leave, 2 = enterBack, 3 = leaveBack (we prioritize the FIRST encounter, thus if you scroll really fast past the onEnter and onLeave in one tick, it'd prioritize onEnter.\n\n if (isToggle) {\n action = !toggled && toggleActions[toggleState + 1] !== \"none\" && toggleActions[toggleState + 1] || toggleActions[toggleState]; // if it didn't toggle, that means it shot right past and since we prioritize the \"enter\" action, we should switch to the \"leave\" in this case (but only if one is defined)\n\n if (animation && (action === \"complete\" || action === \"reset\" || action in animation)) {\n if (action === \"complete\") {\n animation.pause().totalProgress(1);\n } else if (action === \"reset\") {\n animation.restart(true).pause();\n } else if (action === \"restart\") {\n animation.restart(true);\n } else {\n animation[action]();\n }\n }\n\n onUpdate && onUpdate(self);\n }\n\n if (toggled || !_limitCallbacks) {\n // on startup, the page could be scrolled and we don't want to fire callbacks that didn't toggle. For example onEnter shouldn't fire if the ScrollTrigger isn't actually entered.\n onToggle && toggled && onToggle(self);\n callbacks[toggleState] && callbacks[toggleState](self);\n once && (clipped === 1 ? self.kill(false, 1) : callbacks[toggleState] = 0); // a callback shouldn't be called again if once is true.\n\n if (!toggled) {\n // it's possible to go completely past, like from before the start to after the end (or vice-versa) in which case BOTH callbacks should be fired in that order\n toggleState = clipped === 1 ? 1 : 3;\n callbacks[toggleState] && callbacks[toggleState](self);\n }\n }\n } else if (isToggle && onUpdate && !_refreshing) {\n onUpdate(self);\n }\n } // update absolutely-positioned markers (only if the scroller isn't the viewport)\n\n\n if (markerEndSetter) {\n markerStartSetter(scroll + (markerStartTrigger._isFlipped ? 1 : 0));\n markerEndSetter(scroll);\n }\n };\n\n self.enable = function (reset, refresh) {\n if (!self.enabled) {\n self.enabled = true;\n\n _addListener(scroller, \"resize\", _onResize);\n\n _addListener(scroller, \"scroll\", _onScroll);\n\n onRefreshInit && _addListener(ScrollTrigger, \"refreshInit\", onRefreshInit);\n\n if (reset !== false) {\n self.progress = prevProgress = 0;\n scroll1 = scroll2 = lastSnap = self.scroll();\n }\n\n refresh !== false && self.refresh();\n }\n };\n\n self.getTween = function (snap) {\n return snap && tweenTo ? tweenTo.tween : scrubTween;\n };\n\n self.disable = function (reset, allowAnimation) {\n if (self.enabled) {\n reset !== false && self.revert();\n self.enabled = self.isActive = false;\n allowAnimation || scrubTween && scrubTween.pause();\n prevScroll = 0;\n pinCache && (pinCache.uncache = 1);\n onRefreshInit && _removeListener(ScrollTrigger, \"refreshInit\", onRefreshInit);\n\n if (snapDelayedCall) {\n snapDelayedCall.pause();\n tweenTo.tween && tweenTo.tween.kill() && (tweenTo.tween = 0);\n }\n\n if (!isViewport) {\n var i = _triggers.length;\n\n while (i--) {\n if (_triggers[i].scroller === scroller && _triggers[i] !== self) {\n return; //don't remove the listeners if there are still other triggers referencing it.\n }\n }\n\n _removeListener(scroller, \"resize\", _onResize);\n\n _removeListener(scroller, \"scroll\", _onScroll);\n }\n }\n };\n\n self.kill = function (revert, allowAnimation) {\n self.disable(revert, allowAnimation);\n id && delete _ids[id];\n\n var i = _triggers.indexOf(self);\n\n _triggers.splice(i, 1);\n\n i === _i && _direction > 0 && _i--; // if we're in the middle of a refresh() or update(), splicing would cause skips in the index, so adjust...\n // if no other ScrollTrigger instances of the same scroller are found, wipe out any recorded scroll position. Otherwise, in a single page application, for example, it could maintain scroll position when it really shouldn't.\n\n i = 0;\n\n _triggers.forEach(function (t) {\n return t.scroller === self.scroller && (i = 1);\n });\n\n i || (self.scroll.rec = 0);\n\n if (animation) {\n animation.scrollTrigger = null;\n revert && animation.render(-1);\n allowAnimation || animation.kill();\n }\n\n markerStart && [markerStart, markerEnd, markerStartTrigger, markerEndTrigger].forEach(function (m) {\n return m.parentNode && m.parentNode.removeChild(m);\n });\n\n if (pin) {\n pinCache && (pinCache.uncache = 1);\n i = 0;\n\n _triggers.forEach(function (t) {\n return t.pin === pin && i++;\n });\n\n i || (pinCache.spacer = 0); // if there aren't any more ScrollTriggers with the same pin, remove the spacer, otherwise it could be contaminated with old/stale values if the user re-creates a ScrollTrigger for the same element.\n }\n };\n\n self.enable(false, false);\n !animation || !animation.add || change ? self.refresh() : gsap.delayedCall(0.01, function () {\n return start || end || self.refresh();\n }) && (change = 0.01) && (start = end = 0); // if the animation is a timeline, it may not have been populated yet, so it wouldn't render at the proper place on the first refresh(), thus we should schedule one for the next tick. If \"change\" is defined, we know it must be re-enabling, thus we can refresh() right away.\n };\n\n ScrollTrigger.register = function register(core) {\n if (!_coreInitted) {\n gsap = core || _getGSAP();\n\n if (_windowExists() && window.document) {\n _win = window;\n _doc = document;\n _docEl = _doc.documentElement;\n _body = _doc.body;\n }\n\n if (gsap) {\n _toArray = gsap.utils.toArray;\n _clamp = gsap.utils.clamp;\n _suppressOverwrites = gsap.core.suppressOverwrites || _passThrough;\n gsap.core.globals(\"ScrollTrigger\", ScrollTrigger); // must register the global manually because in Internet Explorer, functions (classes) don't have a \"name\" property.\n\n if (_body) {\n _raf = _win.requestAnimationFrame || function (f) {\n return setTimeout(f, 16);\n };\n\n _addListener(_win, \"wheel\", _onScroll);\n\n _root = [_win, _doc, _docEl, _body];\n\n _addListener(_doc, \"scroll\", _onScroll); // some browsers (like Chrome), the window stops dispatching scroll events on the window if you scroll really fast, but it's consistent on the document!\n\n\n var bodyStyle = _body.style,\n border = bodyStyle.borderTop,\n bounds;\n bodyStyle.borderTop = \"1px solid #000\"; // works around an issue where a margin of a child element could throw off the bounds of the _body, making it seem like there's a margin when there actually isn't. The border ensures that the bounds are accurate.\n\n bounds = _getBounds(_body);\n _vertical.m = Math.round(bounds.top + _vertical.sc()) || 0; // accommodate the offset of the caused by margins and/or padding\n\n _horizontal.m = Math.round(bounds.left + _horizontal.sc()) || 0;\n border ? bodyStyle.borderTop = border : bodyStyle.removeProperty(\"border-top\");\n _syncInterval = setInterval(_sync, 200);\n gsap.delayedCall(0.5, function () {\n return _startup = 0;\n });\n\n _addListener(_doc, \"touchcancel\", _passThrough); // some older Android devices intermittently stop dispatching \"touchmove\" events if we don't listen for \"touchcancel\" on the document.\n\n\n _addListener(_body, \"touchstart\", _passThrough); //works around Safari bug: https://greensock.com/forums/topic/21450-draggable-in-iframe-on-mobile-is-buggy/\n\n\n _multiListener(_addListener, _doc, \"pointerdown,touchstart,mousedown\", function () {\n return _pointerIsDown = 1;\n });\n\n _multiListener(_addListener, _doc, \"pointerup,touchend,mouseup\", function () {\n return _pointerIsDown = 0;\n });\n\n _transformProp = gsap.utils.checkPrefix(\"transform\");\n\n _stateProps.push(_transformProp);\n\n _coreInitted = _getTime();\n _resizeDelay = gsap.delayedCall(0.2, _refreshAll).pause();\n _autoRefresh = [_doc, \"visibilitychange\", function () {\n var w = _win.innerWidth,\n h = _win.innerHeight;\n\n if (_doc.hidden) {\n _prevWidth = w;\n _prevHeight = h;\n } else if (_prevWidth !== w || _prevHeight !== h) {\n _onResize();\n }\n }, _doc, \"DOMContentLoaded\", _refreshAll, _win, \"load\", function () {\n return _lastScrollTime || _refreshAll();\n }, _win, \"resize\", _onResize];\n\n _iterateAutoRefresh(_addListener);\n }\n }\n }\n\n return _coreInitted;\n };\n\n ScrollTrigger.defaults = function defaults(config) {\n for (var p in config) {\n _defaults[p] = config[p];\n }\n };\n\n ScrollTrigger.kill = function kill() {\n _enabled = 0;\n\n _triggers.slice(0).forEach(function (trigger) {\n return trigger.kill(1);\n });\n };\n\n ScrollTrigger.config = function config(vars) {\n \"limitCallbacks\" in vars && (_limitCallbacks = !!vars.limitCallbacks);\n var ms = vars.syncInterval;\n ms && clearInterval(_syncInterval) || (_syncInterval = ms) && setInterval(_sync, ms);\n\n if (\"autoRefreshEvents\" in vars) {\n _iterateAutoRefresh(_removeListener) || _iterateAutoRefresh(_addListener, vars.autoRefreshEvents || \"none\");\n _ignoreResize = (vars.autoRefreshEvents + \"\").indexOf(\"resize\") === -1;\n }\n };\n\n ScrollTrigger.scrollerProxy = function scrollerProxy(target, vars) {\n var t = _toArray(target)[0],\n i = _scrollers.indexOf(t),\n isViewport = _isViewport(t);\n\n if (~i) {\n _scrollers.splice(i, isViewport ? 6 : 2);\n }\n\n isViewport ? _proxies.unshift(_win, vars, _body, vars, _docEl, vars) : _proxies.unshift(t, vars);\n };\n\n ScrollTrigger.matchMedia = function matchMedia(vars) {\n // _media is populated in the following order: mediaQueryString, onMatch, onUnmatch, isMatched. So if there are two media queries, the Array would have a length of 8\n var mq, p, i, func, result;\n\n for (p in vars) {\n i = _media.indexOf(p);\n func = vars[p];\n _creatingMedia = p;\n\n if (p === \"all\") {\n func();\n } else {\n mq = _win.matchMedia(p);\n\n if (mq) {\n mq.matches && (result = func());\n\n if (~i) {\n _media[i + 1] = _combineFunc(_media[i + 1], func);\n _media[i + 2] = _combineFunc(_media[i + 2], result);\n } else {\n i = _media.length;\n\n _media.push(p, func, result);\n\n mq.addListener ? mq.addListener(_onMediaChange) : mq.addEventListener(\"change\", _onMediaChange);\n }\n\n _media[i + 3] = mq.matches;\n }\n }\n\n _creatingMedia = 0;\n }\n\n return _media;\n };\n\n ScrollTrigger.clearMatchMedia = function clearMatchMedia(query) {\n query || (_media.length = 0);\n query = _media.indexOf(query);\n query >= 0 && _media.splice(query, 4);\n } // static isInViewport(element, ratio, horizontal) {\n // \tlet bounds = (_isString(element) ? _toArray(element)[0] : element).getBoundingClientRect(),\n // \t\toffset = bounds[horizontal ? \"width\" : \"height\"] * ratio || 0;\n // \treturn horizontal ? bounds.right - offset > 0 && bounds.left + offset < _win.innerWidth : bounds.bottom - offset > 0 && bounds.top + offset < _win.innerHeight;\n // }\n //\n // static positionInViewport(element, referencePoint, horizontal) {\n // \t_isString(element) && (element = _toArray(element)[0]);\n // \tlet bounds = element.getBoundingClientRect(),\n // \t\tsize = bounds[horizontal ? \"width\" : \"height\"],\n // \t\toffset = referencePoint == null ? size / 2 : ((referencePoint in _keywords) ? _keywords[referencePoint] * size : ~referencePoint.indexOf(\"%\") ? parseFloat(referencePoint) * size / 100 : parseFloat(referencePoint) || 0);\n // \treturn horizontal ? (bounds.left + offset) / _win.innerWidth : (bounds.top + offset) / _win.innerHeight;\n // }\n ;\n\n return ScrollTrigger;\n}();\nScrollTrigger.version = \"3.7.1\";\n\nScrollTrigger.saveStyles = function (targets) {\n return targets ? _toArray(targets).forEach(function (target) {\n // saved styles are recorded in a consecutive alternating Array, like [element, cssText, transform attribute, cache, matchMedia, ...]\n if (target && target.style) {\n var i = _savedStyles.indexOf(target);\n\n i >= 0 && _savedStyles.splice(i, 5);\n\n _savedStyles.push(target, target.style.cssText, target.getBBox && target.getAttribute(\"transform\"), gsap.core.getCache(target), _creatingMedia);\n }\n }) : _savedStyles;\n};\n\nScrollTrigger.revert = function (soft, media) {\n return _revertAll(!soft, media);\n};\n\nScrollTrigger.create = function (vars, animation) {\n return new ScrollTrigger(vars, animation);\n};\n\nScrollTrigger.refresh = function (safe) {\n return safe ? _onResize() : _refreshAll(true);\n};\n\nScrollTrigger.update = _updateAll;\n\nScrollTrigger.maxScroll = function (element, horizontal) {\n return _maxScroll(element, horizontal ? _horizontal : _vertical);\n};\n\nScrollTrigger.getScrollFunc = function (element, horizontal) {\n return _getScrollFunc(_toArray(element)[0], horizontal ? _horizontal : _vertical);\n};\n\nScrollTrigger.getById = function (id) {\n return _ids[id];\n};\n\nScrollTrigger.getAll = function () {\n return _triggers.slice(0);\n};\n\nScrollTrigger.isScrolling = function () {\n return !!_lastScrollTime;\n};\n\nScrollTrigger.addEventListener = function (type, callback) {\n var a = _listeners[type] || (_listeners[type] = []);\n ~a.indexOf(callback) || a.push(callback);\n};\n\nScrollTrigger.removeEventListener = function (type, callback) {\n var a = _listeners[type],\n i = a && a.indexOf(callback);\n i >= 0 && a.splice(i, 1);\n};\n\nScrollTrigger.batch = function (targets, vars) {\n var result = [],\n varsCopy = {},\n interval = vars.interval || 0.016,\n batchMax = vars.batchMax || 1e9,\n proxyCallback = function proxyCallback(type, callback) {\n var elements = [],\n triggers = [],\n delay = gsap.delayedCall(interval, function () {\n callback(elements, triggers);\n elements = [];\n triggers = [];\n }).pause();\n return function (self) {\n elements.length || delay.restart(true);\n elements.push(self.trigger);\n triggers.push(self);\n batchMax <= elements.length && delay.progress(1);\n };\n },\n p;\n\n for (p in vars) {\n varsCopy[p] = p.substr(0, 2) === \"on\" && _isFunction(vars[p]) && p !== \"onRefreshInit\" ? proxyCallback(p, vars[p]) : vars[p];\n }\n\n if (_isFunction(batchMax)) {\n batchMax = batchMax();\n\n _addListener(ScrollTrigger, \"refresh\", function () {\n return batchMax = vars.batchMax();\n });\n }\n\n _toArray(targets).forEach(function (target) {\n var config = {};\n\n for (p in varsCopy) {\n config[p] = varsCopy[p];\n }\n\n config.trigger = target;\n result.push(ScrollTrigger.create(config));\n });\n\n return result;\n};\n\nScrollTrigger.sort = function (func) {\n return _triggers.sort(func || function (a, b) {\n return (a.vars.refreshPriority || 0) * -1e6 + a.start - (b.start + (b.vars.refreshPriority || 0) * -1e6);\n });\n};\n\n_getGSAP() && gsap.registerPlugin(ScrollTrigger);\nexport { ScrollTrigger as default };","/*!\n * SplitText: 3.7.1\n * https://greensock.com\n *\n * @license Copyright 2008-2021, GreenSock. All rights reserved.\n * Subject to the terms at https://greensock.com/standard-license or for\n * Club GreenSock members, the agreement issued with that membership.\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nimport { emojiExp, getText } from \"./utils/strings.js\";\n\nvar _doc,\n _win,\n _coreInitted,\n _stripExp = /(?:\\r|\\n|\\t\\t)/g,\n //find carriage returns, new line feeds and double-tabs.\n_multipleSpacesExp = /(?:\\s\\s+)/g,\n _initCore = function _initCore() {\n _doc = document;\n _win = window;\n _coreInitted = 1;\n},\n _bonusValidated = 1,\n //SplitText\n_getComputedStyle = function _getComputedStyle(element) {\n return _win.getComputedStyle(element);\n},\n _isArray = Array.isArray,\n _slice = [].slice,\n _toArray = function _toArray(value, leaveStrings) {\n //takes any value and returns an array. If it's a string (and leaveStrings isn't true), it'll use document.querySelectorAll() and convert that to an array. It'll also accept iterables like jQuery objects.\n var type;\n return _isArray(value) ? value : (type = typeof value) === \"string\" && !leaveStrings && value ? _slice.call(_doc.querySelectorAll(value), 0) : value && type === \"object\" && \"length\" in value ? _slice.call(value, 0) : value ? [value] : [];\n},\n _isAbsolute = function _isAbsolute(vars) {\n return vars.position === \"absolute\" || vars.absolute === true;\n},\n //some characters are combining marks (think diacritics/accents in European languages) which involve 2 or 4 characters that combine in the browser to form a single character. Pass in the remaining text and an array of the special characters to search for and if the text starts with one of those special characters, it'll spit back the number of characters to retain (often 2 or 4). Used in the specialChars features that was introduced in 0.6.0.\n_findSpecialChars = function _findSpecialChars(text, chars) {\n var i = chars.length,\n s;\n\n while (--i > -1) {\n s = chars[i];\n\n if (text.substr(0, s.length) === s) {\n return s.length;\n }\n }\n},\n _divStart = \" style='position:relative;display:inline-block;'\",\n _cssClassFunc = function _cssClassFunc(cssClass, tag) {\n if (cssClass === void 0) {\n cssClass = \"\";\n }\n\n var iterate = ~cssClass.indexOf(\"++\"),\n num = 1;\n\n if (iterate) {\n cssClass = cssClass.split(\"++\").join(\"\");\n }\n\n return function () {\n return \"<\" + tag + _divStart + (cssClass ? \" class='\" + cssClass + (iterate ? num++ : \"\") + \"'>\" : \">\");\n };\n},\n _swapText = function _swapText(element, oldText, newText) {\n var type = element.nodeType;\n\n if (type === 1 || type === 9 || type === 11) {\n for (element = element.firstChild; element; element = element.nextSibling) {\n _swapText(element, oldText, newText);\n }\n } else if (type === 3 || type === 4) {\n element.nodeValue = element.nodeValue.split(oldText).join(newText);\n }\n},\n _pushReversed = function _pushReversed(a, merge) {\n var i = merge.length;\n\n while (--i > -1) {\n a.push(merge[i]);\n }\n},\n _isBeforeWordDelimiter = function _isBeforeWordDelimiter(e, root, wordDelimiter) {\n var next;\n\n while (e && e !== root) {\n next = e._next || e.nextSibling;\n\n if (next) {\n return next.textContent.charAt(0) === wordDelimiter;\n }\n\n e = e.parentNode || e._parent;\n }\n},\n _deWordify = function _deWordify(e) {\n var children = _toArray(e.childNodes),\n l = children.length,\n i,\n child;\n\n for (i = 0; i < l; i++) {\n child = children[i];\n\n if (child._isSplit) {\n _deWordify(child);\n } else {\n if (i && child.previousSibling && child.previousSibling.nodeType === 3) {\n child.previousSibling.nodeValue += child.nodeType === 3 ? child.nodeValue : child.firstChild.nodeValue;\n e.removeChild(child);\n } else if (child.nodeType !== 3) {\n e.insertBefore(child.firstChild, child);\n e.removeChild(child);\n }\n }\n }\n},\n _getStyleAsNumber = function _getStyleAsNumber(name, computedStyle) {\n return parseFloat(computedStyle[name]) || 0;\n},\n _setPositionsAfterSplit = function _setPositionsAfterSplit(element, vars, allChars, allWords, allLines, origWidth, origHeight) {\n var cs = _getComputedStyle(element),\n paddingLeft = _getStyleAsNumber(\"paddingLeft\", cs),\n lineOffsetY = -999,\n borderTopAndBottom = _getStyleAsNumber(\"borderBottomWidth\", cs) + _getStyleAsNumber(\"borderTopWidth\", cs),\n borderLeftAndRight = _getStyleAsNumber(\"borderLeftWidth\", cs) + _getStyleAsNumber(\"borderRightWidth\", cs),\n padTopAndBottom = _getStyleAsNumber(\"paddingTop\", cs) + _getStyleAsNumber(\"paddingBottom\", cs),\n padLeftAndRight = _getStyleAsNumber(\"paddingLeft\", cs) + _getStyleAsNumber(\"paddingRight\", cs),\n lineThreshold = _getStyleAsNumber(\"fontSize\", cs) * (vars.lineThreshold || 0.2),\n textAlign = cs.textAlign,\n charArray = [],\n wordArray = [],\n lineArray = [],\n wordDelimiter = vars.wordDelimiter || \" \",\n tag = vars.tag ? vars.tag : vars.span ? \"span\" : \"div\",\n types = vars.type || vars.split || \"chars,words,lines\",\n lines = allLines && ~types.indexOf(\"lines\") ? [] : null,\n words = ~types.indexOf(\"words\"),\n chars = ~types.indexOf(\"chars\"),\n absolute = _isAbsolute(vars),\n linesClass = vars.linesClass,\n iterateLine = ~(linesClass || \"\").indexOf(\"++\"),\n spaceNodesToRemove = [],\n isFlex = cs.display === \"flex\",\n prevInlineDisplay = element.style.display,\n i,\n j,\n l,\n node,\n nodes,\n isChild,\n curLine,\n addWordSpaces,\n style,\n lineNode,\n lineWidth,\n offset;\n\n iterateLine && (linesClass = linesClass.split(\"++\").join(\"\"));\n isFlex && (element.style.display = \"block\"); //copy all the descendant nodes into an array (we can't use a regular nodeList because it's live and we may need to renest things)\n\n j = element.getElementsByTagName(\"*\");\n l = j.length;\n nodes = [];\n\n for (i = 0; i < l; i++) {\n nodes[i] = j[i];\n } //for absolute positioning, we need to record the x/y offsets and width/height for every
. And even if we're not positioning things absolutely, in order to accommodate lines, we must figure out where the y offset changes so that we can sense where the lines break, and we populate the lines array.\n\n\n if (lines || absolute) {\n for (i = 0; i < l; i++) {\n node = nodes[i];\n isChild = node.parentNode === element;\n\n if (isChild || absolute || chars && !words) {\n offset = node.offsetTop;\n\n if (lines && isChild && Math.abs(offset - lineOffsetY) > lineThreshold && (node.nodeName !== \"BR\" || i === 0)) {\n //we found some rare occasions where a certain character like ‑ could cause the offsetTop to be off by 1 pixel, so we build in a threshold.\n curLine = [];\n lines.push(curLine);\n lineOffsetY = offset;\n }\n\n if (absolute) {\n //record offset x and y, as well as width and height so that we can access them later for positioning. Grabbing them at once ensures we don't trigger a browser paint & we maximize performance.\n node._x = node.offsetLeft;\n node._y = offset;\n node._w = node.offsetWidth;\n node._h = node.offsetHeight;\n }\n\n if (lines) {\n if (node._isSplit && isChild || !chars && isChild || words && isChild || !words && node.parentNode.parentNode === element && !node.parentNode._isSplit) {\n curLine.push(node);\n node._x -= paddingLeft;\n\n if (_isBeforeWordDelimiter(node, element, wordDelimiter)) {\n node._wordEnd = true;\n }\n }\n\n if (node.nodeName === \"BR\" && (node.nextSibling && node.nextSibling.nodeName === \"BR\" || i === 0)) {\n //two consecutive
tags signify a new [empty] line. Also, if the entire block of content STARTS with a
, add a line.\n lines.push([]);\n }\n }\n }\n }\n }\n\n for (i = 0; i < l; i++) {\n node = nodes[i];\n isChild = node.parentNode === element;\n\n if (node.nodeName === \"BR\") {\n if (lines || absolute) {\n node.parentNode && node.parentNode.removeChild(node);\n nodes.splice(i--, 1);\n l--;\n } else if (!words) {\n element.appendChild(node);\n }\n\n continue;\n }\n\n if (absolute) {\n style = node.style;\n\n if (!words && !isChild) {\n node._x += node.parentNode._x;\n node._y += node.parentNode._y;\n }\n\n style.left = node._x + \"px\";\n style.top = node._y + \"px\";\n style.position = \"absolute\";\n style.display = \"block\"; //if we don't set the width/height, things collapse in older versions of IE and the origin for transforms is thrown off in all browsers.\n\n style.width = node._w + 1 + \"px\"; //IE is 1px short sometimes. Avoid wrapping\n\n style.height = node._h + \"px\";\n }\n\n if (!words && chars) {\n //we always start out wrapping words in their own
so that line breaks happen correctly, but here we'll remove those
tags if necessary and re-nest the characters directly into the element rather than inside the word
\n if (node._isSplit) {\n node._next = j = node.nextSibling;\n node.parentNode.appendChild(node); //put it at the end to keep the order correct.\n\n while (j && j.nodeType === 3 && j.textContent === \" \") {\n // if there are nodes that are just a space right afterward, go ahead and append them to the end so they're not out of order.\n node._next = j.nextSibling;\n node.parentNode.appendChild(j);\n j = j.nextSibling;\n }\n } else if (node.parentNode._isSplit) {\n node._parent = node.parentNode;\n\n if (!node.previousSibling && node.firstChild) {\n node.firstChild._isFirst = true;\n }\n\n if (node.nextSibling && node.nextSibling.textContent === \" \" && !node.nextSibling.nextSibling) {\n //if the last node inside a nested element is just a space (like Tnested ), remove it otherwise it'll get placed in the wrong order. Don't remove it right away, though, because we need to sense when words/characters are before a space like _isBeforeWordDelimiter(). Removing it now would make that a false negative.\n spaceNodesToRemove.push(node.nextSibling);\n }\n\n node._next = node.nextSibling && node.nextSibling._isFirst ? null : node.nextSibling;\n node.parentNode.removeChild(node);\n nodes.splice(i--, 1);\n l--;\n } else if (!isChild) {\n offset = !node.nextSibling && _isBeforeWordDelimiter(node.parentNode, element, wordDelimiter); //if this is the last letter in the word (and we're not breaking by lines and not positioning things absolutely), we need to add a space afterwards so that the characters don't just mash together\n\n node.parentNode._parent && node.parentNode._parent.appendChild(node);\n offset && node.parentNode.appendChild(_doc.createTextNode(\" \"));\n\n if (tag === \"span\") {\n node.style.display = \"inline\"; //so that word breaks are honored properly.\n }\n\n charArray.push(node);\n }\n } else if (node.parentNode._isSplit && !node._isSplit && node.innerHTML !== \"\") {\n wordArray.push(node);\n } else if (chars && !node._isSplit) {\n if (tag === \"span\") {\n node.style.display = \"inline\";\n }\n\n charArray.push(node);\n }\n }\n\n i = spaceNodesToRemove.length;\n\n while (--i > -1) {\n spaceNodesToRemove[i].parentNode.removeChild(spaceNodesToRemove[i]);\n }\n\n if (lines) {\n //the next 7 lines just give us the line width in the most reliable way and figure out the left offset (if position isn't relative or absolute). We must set the width along with text-align to ensure everything works properly for various alignments.\n if (absolute) {\n lineNode = _doc.createElement(tag);\n element.appendChild(lineNode);\n lineWidth = lineNode.offsetWidth + \"px\";\n offset = lineNode.offsetParent === element ? 0 : element.offsetLeft;\n element.removeChild(lineNode);\n }\n\n style = element.style.cssText;\n element.style.cssText = \"display:none;\"; //to improve performance, set display:none on the element so that the browser doesn't have to worry about reflowing or rendering while we're renesting things. We'll revert the cssText later.\n //we can't use element.innerHTML = \"\" because that causes IE to literally delete all the nodes and their content even though we've stored them in an array! So we must loop through the children and remove them.\n\n while (element.firstChild) {\n element.removeChild(element.firstChild);\n }\n\n addWordSpaces = wordDelimiter === \" \" && (!absolute || !words && !chars);\n\n for (i = 0; i < lines.length; i++) {\n curLine = lines[i];\n lineNode = _doc.createElement(tag);\n lineNode.style.cssText = \"display:block;text-align:\" + textAlign + \";position:\" + (absolute ? \"absolute;\" : \"relative;\");\n\n if (linesClass) {\n lineNode.className = linesClass + (iterateLine ? i + 1 : \"\");\n }\n\n lineArray.push(lineNode);\n l = curLine.length;\n\n for (j = 0; j < l; j++) {\n if (curLine[j].nodeName !== \"BR\") {\n node = curLine[j];\n lineNode.appendChild(node);\n addWordSpaces && node._wordEnd && lineNode.appendChild(_doc.createTextNode(\" \"));\n\n if (absolute) {\n if (j === 0) {\n lineNode.style.top = node._y + \"px\";\n lineNode.style.left = paddingLeft + offset + \"px\";\n }\n\n node.style.top = \"0px\";\n\n if (offset) {\n node.style.left = node._x - offset + \"px\";\n }\n }\n }\n }\n\n if (l === 0) {\n //if there are no nodes in the line (typically meaning there were two consecutive
tags, just add a non-breaking space so that things display properly.\n lineNode.innerHTML = \" \";\n } else if (!words && !chars) {\n _deWordify(lineNode);\n\n _swapText(lineNode, String.fromCharCode(160), \" \");\n }\n\n if (absolute) {\n lineNode.style.width = lineWidth;\n lineNode.style.height = node._h + \"px\";\n }\n\n element.appendChild(lineNode);\n }\n\n element.style.cssText = style;\n } //if everything shifts to being position:absolute, the container can collapse in terms of height or width, so fix that here.\n\n\n if (absolute) {\n if (origHeight > element.clientHeight) {\n element.style.height = origHeight - padTopAndBottom + \"px\";\n\n if (element.clientHeight < origHeight) {\n //IE8 and earlier use a different box model - we must include padding and borders\n element.style.height = origHeight + borderTopAndBottom + \"px\";\n }\n }\n\n if (origWidth > element.clientWidth) {\n element.style.width = origWidth - padLeftAndRight + \"px\";\n\n if (element.clientWidth < origWidth) {\n //IE8 and earlier use a different box model - we must include padding and borders\n element.style.width = origWidth + borderLeftAndRight + \"px\";\n }\n }\n }\n\n isFlex && (prevInlineDisplay ? element.style.display = prevInlineDisplay : element.style.removeProperty(\"display\"));\n\n _pushReversed(allChars, charArray);\n\n words && _pushReversed(allWords, wordArray);\n\n _pushReversed(allLines, lineArray);\n},\n _splitRawText = function _splitRawText(element, vars, wordStart, charStart) {\n var tag = vars.tag ? vars.tag : vars.span ? \"span\" : \"div\",\n types = vars.type || vars.split || \"chars,words,lines\",\n //words = (types.indexOf(\"words\") !== -1),\n chars = ~types.indexOf(\"chars\"),\n absolute = _isAbsolute(vars),\n wordDelimiter = vars.wordDelimiter || \" \",\n space = wordDelimiter !== \" \" ? \"\" : absolute ? \"­ \" : \" \",\n wordEnd = \"\",\n wordIsOpen = 1,\n specialChars = vars.specialChars ? typeof vars.specialChars === \"function\" ? vars.specialChars : _findSpecialChars : null,\n //specialChars can be an array or a function. For performance reasons, we always set this local \"specialChars\" to a function to which we pass the remaining text and whatever the original vars.specialChars was so that if it's an array, it works with the _findSpecialChars() function.\n text,\n splitText,\n i,\n j,\n l,\n character,\n hasTagStart,\n testResult,\n container = _doc.createElement(\"div\"),\n parent = element.parentNode;\n\n parent.insertBefore(container, element);\n container.textContent = element.nodeValue;\n parent.removeChild(element);\n element = container;\n text = getText(element);\n hasTagStart = text.indexOf(\"<\") !== -1;\n\n if (vars.reduceWhiteSpace !== false) {\n text = text.replace(_multipleSpacesExp, \" \").replace(_stripExp, \"\");\n }\n\n if (hasTagStart) {\n text = text.split(\"<\").join(\"{{LT}}\"); //we can't leave \"<\" in the string, or when we set the innerHTML, it can be interpreted as a node\n }\n\n l = text.length;\n splitText = (text.charAt(0) === \" \" ? space : \"\") + wordStart();\n\n for (i = 0; i < l; i++) {\n character = text.charAt(i);\n\n if (specialChars && (testResult = specialChars(text.substr(i), vars.specialChars))) {\n // look for any specialChars that were declared. Remember, they can be passed in like {specialChars:[\"मी\", \"पा\", \"है\"]} or a function could be defined instead. Either way, the function should return the number of characters that should be grouped together for this \"character\".\n character = text.substr(i, testResult || 1);\n splitText += chars && character !== \" \" ? charStart() + character + \"\" : character;\n i += testResult - 1;\n } else if (character === wordDelimiter && text.charAt(i - 1) !== wordDelimiter && i) {\n splitText += wordIsOpen ? wordEnd : \"\";\n wordIsOpen = 0;\n\n while (text.charAt(i + 1) === wordDelimiter) {\n //skip over empty spaces (to avoid making them words)\n splitText += space;\n i++;\n }\n\n if (i === l - 1) {\n splitText += space;\n } else if (text.charAt(i + 1) !== \")\") {\n splitText += space + wordStart();\n wordIsOpen = 1;\n }\n } else if (character === \"{\" && text.substr(i, 6) === \"{{LT}}\") {\n splitText += chars ? charStart() + \"{{LT}}\" + \"\" : \"{{LT}}\";\n i += 5;\n } else if (character.charCodeAt(0) >= 0xD800 && character.charCodeAt(0) <= 0xDBFF || text.charCodeAt(i + 1) >= 0xFE00 && text.charCodeAt(i + 1) <= 0xFE0F) {\n //special emoji characters use 2 or 4 unicode characters that we must keep together.\n j = ((text.substr(i, 12).split(emojiExp) || [])[1] || \"\").length || 2;\n splitText += chars && character !== \" \" ? charStart() + text.substr(i, j) + \"\" : text.substr(i, j);\n i += j - 1;\n } else {\n splitText += chars && character !== \" \" ? charStart() + character + \"\" : character;\n }\n }\n\n element.outerHTML = splitText + (wordIsOpen ? wordEnd : \"\");\n hasTagStart && _swapText(parent, \"{{LT}}\", \"<\"); //note: don't perform this on \"element\" because that gets replaced with all new elements when we set element.outerHTML.\n},\n _split = function _split(element, vars, wordStart, charStart) {\n var children = _toArray(element.childNodes),\n l = children.length,\n absolute = _isAbsolute(vars),\n i,\n child;\n\n if (element.nodeType !== 3 || l > 1) {\n vars.absolute = false;\n\n for (i = 0; i < l; i++) {\n child = children[i];\n child._next = child._isFirst = child._parent = child._wordEnd = null;\n\n if (child.nodeType !== 3 || /\\S+/.test(child.nodeValue)) {\n if (absolute && child.nodeType !== 3 && _getComputedStyle(child).display === \"inline\") {\n //if there's a child node that's display:inline, switch it to inline-block so that absolute positioning works properly (most browsers don't report offsetTop/offsetLeft properly inside a for example)\n child.style.display = \"inline-block\";\n child.style.position = \"relative\";\n }\n\n child._isSplit = true;\n\n _split(child, vars, wordStart, charStart); //don't split lines on child elements\n\n }\n }\n\n vars.absolute = absolute;\n element._isSplit = true;\n return;\n }\n\n _splitRawText(element, vars, wordStart, charStart);\n};\n\nexport var SplitText = /*#__PURE__*/function () {\n function SplitText(element, vars) {\n _coreInitted || _initCore();\n this.elements = _toArray(element);\n this.chars = [];\n this.words = [];\n this.lines = [];\n this._originals = [];\n this.vars = vars || {};\n _bonusValidated && this.split(vars);\n }\n\n var _proto = SplitText.prototype;\n\n _proto.split = function split(vars) {\n this.isSplit && this.revert();\n this.vars = vars = vars || this.vars;\n this._originals.length = this.chars.length = this.words.length = this.lines.length = 0;\n\n var i = this.elements.length,\n tag = vars.tag ? vars.tag : vars.span ? \"span\" : \"div\",\n wordStart = _cssClassFunc(vars.wordsClass, tag),\n charStart = _cssClassFunc(vars.charsClass, tag),\n origHeight,\n origWidth,\n e; //we split in reversed order so that if/when we position:absolute elements, they don't affect the position of the ones after them in the document flow (shifting them up as they're taken out of the document flow).\n\n\n while (--i > -1) {\n e = this.elements[i];\n this._originals[i] = e.innerHTML;\n origHeight = e.clientHeight;\n origWidth = e.clientWidth;\n\n _split(e, vars, wordStart, charStart);\n\n _setPositionsAfterSplit(e, vars, this.chars, this.words, this.lines, origWidth, origHeight);\n }\n\n this.chars.reverse();\n this.words.reverse();\n this.lines.reverse();\n this.isSplit = true;\n return this;\n };\n\n _proto.revert = function revert() {\n var originals = this._originals;\n\n if (!originals) {\n throw \"revert() call wasn't scoped properly.\";\n }\n\n this.elements.forEach(function (e, i) {\n return e.innerHTML = originals[i];\n });\n this.chars = [];\n this.words = [];\n this.lines = [];\n this.isSplit = false;\n return this;\n };\n\n SplitText.create = function create(element, vars) {\n return new SplitText(element, vars);\n };\n\n return SplitText;\n}();\nSplitText.version = \"3.7.1\";\nexport { SplitText as default };","function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _inheritsLoose(subClass, superClass) { subClass.prototype = Object.create(superClass.prototype); subClass.prototype.constructor = subClass; subClass.__proto__ = superClass; }\n\n/*!\n * GSAP 3.7.1\n * https://greensock.com\n *\n * @license Copyright 2008-2021, GreenSock. All rights reserved.\n * Subject to the terms at https://greensock.com/standard-license or for\n * Club GreenSock members, the agreement issued with that membership.\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nvar _config = {\n autoSleep: 120,\n force3D: \"auto\",\n nullTargetWarn: 1,\n units: {\n lineHeight: \"\"\n }\n},\n _defaults = {\n duration: .5,\n overwrite: false,\n delay: 0\n},\n _suppressOverwrites,\n _bigNum = 1e8,\n _tinyNum = 1 / _bigNum,\n _2PI = Math.PI * 2,\n _HALF_PI = _2PI / 4,\n _gsID = 0,\n _sqrt = Math.sqrt,\n _cos = Math.cos,\n _sin = Math.sin,\n _isString = function _isString(value) {\n return typeof value === \"string\";\n},\n _isFunction = function _isFunction(value) {\n return typeof value === \"function\";\n},\n _isNumber = function _isNumber(value) {\n return typeof value === \"number\";\n},\n _isUndefined = function _isUndefined(value) {\n return typeof value === \"undefined\";\n},\n _isObject = function _isObject(value) {\n return typeof value === \"object\";\n},\n _isNotFalse = function _isNotFalse(value) {\n return value !== false;\n},\n _windowExists = function _windowExists() {\n return typeof window !== \"undefined\";\n},\n _isFuncOrString = function _isFuncOrString(value) {\n return _isFunction(value) || _isString(value);\n},\n _isTypedArray = typeof ArrayBuffer === \"function\" && ArrayBuffer.isView || function () {},\n // note: IE10 has ArrayBuffer, but NOT ArrayBuffer.isView().\n_isArray = Array.isArray,\n _strictNumExp = /(?:-?\\.?\\d|\\.)+/gi,\n //only numbers (including negatives and decimals) but NOT relative values.\n_numExp = /[-+=.]*\\d+[.e\\-+]*\\d*[e\\-+]*\\d*/g,\n //finds any numbers, including ones that start with += or -=, negative numbers, and ones in scientific notation like 1e-8.\n_numWithUnitExp = /[-+=.]*\\d+[.e-]*\\d*[a-z%]*/g,\n _complexStringNumExp = /[-+=.]*\\d+\\.?\\d*(?:e-|e\\+)?\\d*/gi,\n //duplicate so that while we're looping through matches from exec(), it doesn't contaminate the lastIndex of _numExp which we use to search for colors too.\n_relExp = /[+-]=-?[.\\d]+/,\n _delimitedValueExp = /[^,'\"\\[\\]\\s]+/gi,\n // previously /[#\\-+.]*\\b[a-z\\d\\-=+%.]+/gi but didn't catch special characters.\n_unitExp = /[\\d.+\\-=]+(?:e[-+]\\d*)*/i,\n _globalTimeline,\n _win,\n _coreInitted,\n _doc,\n _globals = {},\n _installScope = {},\n _coreReady,\n _install = function _install(scope) {\n return (_installScope = _merge(scope, _globals)) && gsap;\n},\n _missingPlugin = function _missingPlugin(property, value) {\n return console.warn(\"Invalid property\", property, \"set to\", value, \"Missing plugin? gsap.registerPlugin()\");\n},\n _warn = function _warn(message, suppress) {\n return !suppress && console.warn(message);\n},\n _addGlobal = function _addGlobal(name, obj) {\n return name && (_globals[name] = obj) && _installScope && (_installScope[name] = obj) || _globals;\n},\n _emptyFunc = function _emptyFunc() {\n return 0;\n},\n _reservedProps = {},\n _lazyTweens = [],\n _lazyLookup = {},\n _lastRenderedFrame,\n _plugins = {},\n _effects = {},\n _nextGCFrame = 30,\n _harnessPlugins = [],\n _callbackNames = \"\",\n _harness = function _harness(targets) {\n var target = targets[0],\n harnessPlugin,\n i;\n _isObject(target) || _isFunction(target) || (targets = [targets]);\n\n if (!(harnessPlugin = (target._gsap || {}).harness)) {\n // find the first target with a harness. We assume targets passed into an animation will be of similar type, meaning the same kind of harness can be used for them all (performance optimization)\n i = _harnessPlugins.length;\n\n while (i-- && !_harnessPlugins[i].targetTest(target)) {}\n\n harnessPlugin = _harnessPlugins[i];\n }\n\n i = targets.length;\n\n while (i--) {\n targets[i] && (targets[i]._gsap || (targets[i]._gsap = new GSCache(targets[i], harnessPlugin))) || targets.splice(i, 1);\n }\n\n return targets;\n},\n _getCache = function _getCache(target) {\n return target._gsap || _harness(toArray(target))[0]._gsap;\n},\n _getProperty = function _getProperty(target, property, v) {\n return (v = target[property]) && _isFunction(v) ? target[property]() : _isUndefined(v) && target.getAttribute && target.getAttribute(property) || v;\n},\n _forEachName = function _forEachName(names, func) {\n return (names = names.split(\",\")).forEach(func) || names;\n},\n //split a comma-delimited list of names into an array, then run a forEach() function and return the split array (this is just a way to consolidate/shorten some code).\n_round = function _round(value) {\n return Math.round(value * 100000) / 100000 || 0;\n},\n _arrayContainsAny = function _arrayContainsAny(toSearch, toFind) {\n //searches one array to find matches for any of the items in the toFind array. As soon as one is found, it returns true. It does NOT return all the matches; it's simply a boolean search.\n var l = toFind.length,\n i = 0;\n\n for (; toSearch.indexOf(toFind[i]) < 0 && ++i < l;) {}\n\n return i < l;\n},\n _lazyRender = function _lazyRender() {\n var l = _lazyTweens.length,\n a = _lazyTweens.slice(0),\n i,\n tween;\n\n _lazyLookup = {};\n _lazyTweens.length = 0;\n\n for (i = 0; i < l; i++) {\n tween = a[i];\n tween && tween._lazy && (tween.render(tween._lazy[0], tween._lazy[1], true)._lazy = 0);\n }\n},\n _lazySafeRender = function _lazySafeRender(animation, time, suppressEvents, force) {\n _lazyTweens.length && _lazyRender();\n animation.render(time, suppressEvents, force);\n _lazyTweens.length && _lazyRender(); //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.\n},\n _numericIfPossible = function _numericIfPossible(value) {\n var n = parseFloat(value);\n return (n || n === 0) && (value + \"\").match(_delimitedValueExp).length < 2 ? n : _isString(value) ? value.trim() : value;\n},\n _passThrough = function _passThrough(p) {\n return p;\n},\n _setDefaults = function _setDefaults(obj, defaults) {\n for (var p in defaults) {\n p in obj || (obj[p] = defaults[p]);\n }\n\n return obj;\n},\n _setKeyframeDefaults = function _setKeyframeDefaults(obj, defaults) {\n for (var p in defaults) {\n p in obj || p === \"duration\" || p === \"ease\" || (obj[p] = defaults[p]);\n }\n},\n _merge = function _merge(base, toMerge) {\n for (var p in toMerge) {\n base[p] = toMerge[p];\n }\n\n return base;\n},\n _mergeDeep = function _mergeDeep(base, toMerge) {\n for (var p in toMerge) {\n p !== \"__proto__\" && p !== \"constructor\" && p !== \"prototype\" && (base[p] = _isObject(toMerge[p]) ? _mergeDeep(base[p] || (base[p] = {}), toMerge[p]) : toMerge[p]);\n }\n\n return base;\n},\n _copyExcluding = function _copyExcluding(obj, excluding) {\n var copy = {},\n p;\n\n for (p in obj) {\n p in excluding || (copy[p] = obj[p]);\n }\n\n return copy;\n},\n _inheritDefaults = function _inheritDefaults(vars) {\n var parent = vars.parent || _globalTimeline,\n func = vars.keyframes ? _setKeyframeDefaults : _setDefaults;\n\n if (_isNotFalse(vars.inherit)) {\n while (parent) {\n func(vars, parent.vars.defaults);\n parent = parent.parent || parent._dp;\n }\n }\n\n return vars;\n},\n _arraysMatch = function _arraysMatch(a1, a2) {\n var i = a1.length,\n match = i === a2.length;\n\n while (match && i-- && a1[i] === a2[i]) {}\n\n return i < 0;\n},\n _addLinkedListItem = function _addLinkedListItem(parent, child, firstProp, lastProp, sortBy) {\n if (firstProp === void 0) {\n firstProp = \"_first\";\n }\n\n if (lastProp === void 0) {\n lastProp = \"_last\";\n }\n\n var prev = parent[lastProp],\n t;\n\n if (sortBy) {\n t = child[sortBy];\n\n while (prev && prev[sortBy] > t) {\n prev = prev._prev;\n }\n }\n\n if (prev) {\n child._next = prev._next;\n prev._next = child;\n } else {\n child._next = parent[firstProp];\n parent[firstProp] = child;\n }\n\n if (child._next) {\n child._next._prev = child;\n } else {\n parent[lastProp] = child;\n }\n\n child._prev = prev;\n child.parent = child._dp = parent;\n return child;\n},\n _removeLinkedListItem = function _removeLinkedListItem(parent, child, firstProp, lastProp) {\n if (firstProp === void 0) {\n firstProp = \"_first\";\n }\n\n if (lastProp === void 0) {\n lastProp = \"_last\";\n }\n\n var prev = child._prev,\n next = child._next;\n\n if (prev) {\n prev._next = next;\n } else if (parent[firstProp] === child) {\n parent[firstProp] = next;\n }\n\n if (next) {\n next._prev = prev;\n } else if (parent[lastProp] === child) {\n parent[lastProp] = prev;\n }\n\n child._next = child._prev = child.parent = null; // don't delete the _dp just so we can revert if necessary. But parent should be null to indicate the item isn't in a linked list.\n},\n _removeFromParent = function _removeFromParent(child, onlyIfParentHasAutoRemove) {\n child.parent && (!onlyIfParentHasAutoRemove || child.parent.autoRemoveChildren) && child.parent.remove(child);\n child._act = 0;\n},\n _uncache = function _uncache(animation, child) {\n if (animation && (!child || child._end > animation._dur || child._start < 0)) {\n // performance optimization: if a child animation is passed in we should only uncache if that child EXTENDS the animation (its end time is beyond the end)\n var a = animation;\n\n while (a) {\n a._dirty = 1;\n a = a.parent;\n }\n }\n\n return animation;\n},\n _recacheAncestors = function _recacheAncestors(animation) {\n var parent = animation.parent;\n\n while (parent && parent.parent) {\n //sometimes we must force a re-sort of all children and update the duration/totalDuration of all ancestor timelines immediately in case, for example, in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.\n parent._dirty = 1;\n parent.totalDuration();\n parent = parent.parent;\n }\n\n return animation;\n},\n _hasNoPausedAncestors = function _hasNoPausedAncestors(animation) {\n return !animation || animation._ts && _hasNoPausedAncestors(animation.parent);\n},\n _elapsedCycleDuration = function _elapsedCycleDuration(animation) {\n return animation._repeat ? _animationCycle(animation._tTime, animation = animation.duration() + animation._rDelay) * animation : 0;\n},\n // feed in the totalTime and cycleDuration and it'll return the cycle (iteration minus 1) and if the playhead is exactly at the very END, it will NOT bump up to the next cycle.\n_animationCycle = function _animationCycle(tTime, cycleDuration) {\n var whole = Math.floor(tTime /= cycleDuration);\n return tTime && whole === tTime ? whole - 1 : whole;\n},\n _parentToChildTotalTime = function _parentToChildTotalTime(parentTime, child) {\n return (parentTime - child._start) * child._ts + (child._ts >= 0 ? 0 : child._dirty ? child.totalDuration() : child._tDur);\n},\n _setEnd = function _setEnd(animation) {\n return animation._end = _round(animation._start + (animation._tDur / Math.abs(animation._ts || animation._rts || _tinyNum) || 0));\n},\n _alignPlayhead = function _alignPlayhead(animation, totalTime) {\n // adjusts the animation's _start and _end according to the provided totalTime (only if the parent's smoothChildTiming is true and the animation isn't paused). It doesn't do any rendering or forcing things back into parent timelines, etc. - that's what totalTime() is for.\n var parent = animation._dp;\n\n if (parent && parent.smoothChildTiming && animation._ts) {\n animation._start = _round(parent._time - (animation._ts > 0 ? totalTime / animation._ts : ((animation._dirty ? animation.totalDuration() : animation._tDur) - totalTime) / -animation._ts));\n\n _setEnd(animation);\n\n parent._dirty || _uncache(parent, animation); //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.\n }\n\n return animation;\n},\n\n/*\n_totalTimeToTime = (clampedTotalTime, duration, repeat, repeatDelay, yoyo) => {\n\tlet cycleDuration = duration + repeatDelay,\n\t\ttime = _round(clampedTotalTime % cycleDuration);\n\tif (time > duration) {\n\t\ttime = duration;\n\t}\n\treturn (yoyo && (~~(clampedTotalTime / cycleDuration) & 1)) ? duration - time : time;\n},\n*/\n_postAddChecks = function _postAddChecks(timeline, child) {\n var t;\n\n if (child._time || child._initted && !child._dur) {\n //in case, for example, the _start is moved on a tween that has already rendered. Imagine it's at its end state, then the startTime is moved WAY later (after the end of this timeline), it should render at its beginning.\n t = _parentToChildTotalTime(timeline.rawTime(), child);\n\n if (!child._dur || _clamp(0, child.totalDuration(), t) - child._tTime > _tinyNum) {\n child.render(t, true);\n }\n } //if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate.\n\n\n if (_uncache(timeline, child)._dp && timeline._initted && timeline._time >= timeline._dur && timeline._ts) {\n //in case any of the ancestors had completed but should now be enabled...\n if (timeline._dur < timeline.duration()) {\n t = timeline;\n\n while (t._dp) {\n t.rawTime() >= 0 && t.totalTime(t._tTime); //moves the timeline (shifts its startTime) if necessary, and also enables it. If it's currently zero, though, it may not be scheduled to render until later so there's no need to force it to align with the current playhead position. Only move to catch up with the playhead.\n\n t = t._dp;\n }\n }\n\n timeline._zTime = -_tinyNum; // helps ensure that the next render() will be forced (crossingStart = true in render()), even if the duration hasn't changed (we're adding a child which would need to get rendered). Definitely an edge case. Note: we MUST do this AFTER the loop above where the totalTime() might trigger a render() because this _addToTimeline() method gets called from the Animation constructor, BEFORE tweens even record their targets, etc. so we wouldn't want things to get triggered in the wrong order.\n }\n},\n _addToTimeline = function _addToTimeline(timeline, child, position, skipChecks) {\n child.parent && _removeFromParent(child);\n child._start = _round((_isNumber(position) ? position : position || timeline !== _globalTimeline ? _parsePosition(timeline, position, child) : timeline._time) + child._delay);\n child._end = _round(child._start + (child.totalDuration() / Math.abs(child.timeScale()) || 0));\n\n _addLinkedListItem(timeline, child, \"_first\", \"_last\", timeline._sort ? \"_start\" : 0);\n\n _isFromOrFromStart(child) || (timeline._recent = child);\n skipChecks || _postAddChecks(timeline, child);\n return timeline;\n},\n _scrollTrigger = function _scrollTrigger(animation, trigger) {\n return (_globals.ScrollTrigger || _missingPlugin(\"scrollTrigger\", trigger)) && _globals.ScrollTrigger.create(trigger, animation);\n},\n _attemptInitTween = function _attemptInitTween(tween, totalTime, force, suppressEvents) {\n _initTween(tween, totalTime);\n\n if (!tween._initted) {\n return 1;\n }\n\n if (!force && tween._pt && (tween._dur && tween.vars.lazy !== false || !tween._dur && tween.vars.lazy) && _lastRenderedFrame !== _ticker.frame) {\n _lazyTweens.push(tween);\n\n tween._lazy = [totalTime, suppressEvents];\n return 1;\n }\n},\n _parentPlayheadIsBeforeStart = function _parentPlayheadIsBeforeStart(_ref) {\n var parent = _ref.parent;\n return parent && parent._ts && parent._initted && !parent._lock && (parent.rawTime() < 0 || _parentPlayheadIsBeforeStart(parent));\n},\n // check parent's _lock because when a timeline repeats/yoyos and does its artificial wrapping, we shouldn't force the ratio back to 0\n_isFromOrFromStart = function _isFromOrFromStart(_ref2) {\n var data = _ref2.data;\n return data === \"isFromStart\" || data === \"isStart\";\n},\n _renderZeroDurationTween = function _renderZeroDurationTween(tween, totalTime, suppressEvents, force) {\n var prevRatio = tween.ratio,\n ratio = totalTime < 0 || !totalTime && (!tween._start && _parentPlayheadIsBeforeStart(tween) && !(!tween._initted && _isFromOrFromStart(tween)) || (tween._ts < 0 || tween._dp._ts < 0) && !_isFromOrFromStart(tween)) ? 0 : 1,\n // if the tween or its parent is reversed and the totalTime is 0, we should go to a ratio of 0. Edge case: if a from() or fromTo() stagger tween is placed later in a timeline, the \"startAt\" zero-duration tween could initially render at a time when the parent timeline's playhead is technically BEFORE where this tween is, so make sure that any \"from\" and \"fromTo\" startAt tweens are rendered the first time at a ratio of 1.\n repeatDelay = tween._rDelay,\n tTime = 0,\n pt,\n iteration,\n prevIteration;\n\n if (repeatDelay && tween._repeat) {\n // in case there's a zero-duration tween that has a repeat with a repeatDelay\n tTime = _clamp(0, tween._tDur, totalTime);\n iteration = _animationCycle(tTime, repeatDelay);\n prevIteration = _animationCycle(tween._tTime, repeatDelay);\n tween._yoyo && iteration & 1 && (ratio = 1 - ratio);\n\n if (iteration !== prevIteration) {\n prevRatio = 1 - ratio;\n tween.vars.repeatRefresh && tween._initted && tween.invalidate();\n }\n }\n\n if (ratio !== prevRatio || force || tween._zTime === _tinyNum || !totalTime && tween._zTime) {\n if (!tween._initted && _attemptInitTween(tween, totalTime, force, suppressEvents)) {\n // if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately.\n return;\n }\n\n prevIteration = tween._zTime;\n tween._zTime = totalTime || (suppressEvents ? _tinyNum : 0); // when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect.\n\n suppressEvents || (suppressEvents = totalTime && !prevIteration); // if it was rendered previously at exactly 0 (_zTime) and now the playhead is moving away, DON'T fire callbacks otherwise they'll seem like duplicates.\n\n tween.ratio = ratio;\n tween._from && (ratio = 1 - ratio);\n tween._time = 0;\n tween._tTime = tTime;\n pt = tween._pt;\n\n while (pt) {\n pt.r(ratio, pt.d);\n pt = pt._next;\n }\n\n tween._startAt && totalTime < 0 && tween._startAt.render(totalTime, true, true);\n tween._onUpdate && !suppressEvents && _callback(tween, \"onUpdate\");\n tTime && tween._repeat && !suppressEvents && tween.parent && _callback(tween, \"onRepeat\");\n\n if ((totalTime >= tween._tDur || totalTime < 0) && tween.ratio === ratio) {\n ratio && _removeFromParent(tween, 1);\n\n if (!suppressEvents) {\n _callback(tween, ratio ? \"onComplete\" : \"onReverseComplete\", true);\n\n tween._prom && tween._prom();\n }\n }\n } else if (!tween._zTime) {\n tween._zTime = totalTime;\n }\n},\n _findNextPauseTween = function _findNextPauseTween(animation, prevTime, time) {\n var child;\n\n if (time > prevTime) {\n child = animation._first;\n\n while (child && child._start <= time) {\n if (!child._dur && child.data === \"isPause\" && child._start > prevTime) {\n return child;\n }\n\n child = child._next;\n }\n } else {\n child = animation._last;\n\n while (child && child._start >= time) {\n if (!child._dur && child.data === \"isPause\" && child._start < prevTime) {\n return child;\n }\n\n child = child._prev;\n }\n }\n},\n _setDuration = function _setDuration(animation, duration, skipUncache, leavePlayhead) {\n var repeat = animation._repeat,\n dur = _round(duration) || 0,\n totalProgress = animation._tTime / animation._tDur;\n totalProgress && !leavePlayhead && (animation._time *= dur / animation._dur);\n animation._dur = dur;\n animation._tDur = !repeat ? dur : repeat < 0 ? 1e10 : _round(dur * (repeat + 1) + animation._rDelay * repeat);\n totalProgress && !leavePlayhead ? _alignPlayhead(animation, animation._tTime = animation._tDur * totalProgress) : animation.parent && _setEnd(animation);\n skipUncache || _uncache(animation.parent, animation);\n return animation;\n},\n _onUpdateTotalDuration = function _onUpdateTotalDuration(animation) {\n return animation instanceof Timeline ? _uncache(animation) : _setDuration(animation, animation._dur);\n},\n _zeroPosition = {\n _start: 0,\n endTime: _emptyFunc,\n totalDuration: _emptyFunc\n},\n _parsePosition = function _parsePosition(animation, position, percentAnimation) {\n var labels = animation.labels,\n recent = animation._recent || _zeroPosition,\n clippedDuration = animation.duration() >= _bigNum ? recent.endTime(false) : animation._dur,\n //in case there's a child that infinitely repeats, users almost never intend for the insertion point of a new child to be based on a SUPER long value like that so we clip it and assume the most recently-added child's endTime should be used instead.\n i,\n offset,\n isPercent;\n\n if (_isString(position) && (isNaN(position) || position in labels)) {\n //if the string is a number like \"1\", check to see if there's a label with that name, otherwise interpret it as a number (absolute value).\n offset = position.charAt(0);\n isPercent = position.substr(-1) === \"%\";\n i = position.indexOf(\"=\");\n\n if (offset === \"<\" || offset === \">\") {\n i >= 0 && (position = position.replace(/=/, \"\"));\n return (offset === \"<\" ? recent._start : recent.endTime(recent._repeat >= 0)) + (parseFloat(position.substr(1)) || 0) * (isPercent ? (i < 0 ? recent : percentAnimation).totalDuration() / 100 : 1);\n }\n\n if (i < 0) {\n position in labels || (labels[position] = clippedDuration);\n return labels[position];\n }\n\n offset = parseFloat(position.charAt(i - 1) + position.substr(i + 1));\n\n if (isPercent && percentAnimation) {\n offset = offset / 100 * (_isArray(percentAnimation) ? percentAnimation[0] : percentAnimation).totalDuration();\n }\n\n return i > 1 ? _parsePosition(animation, position.substr(0, i - 1), percentAnimation) + offset : clippedDuration + offset;\n }\n\n return position == null ? clippedDuration : +position;\n},\n _createTweenType = function _createTweenType(type, params, timeline) {\n var isLegacy = _isNumber(params[1]),\n varsIndex = (isLegacy ? 2 : 1) + (type < 2 ? 0 : 1),\n vars = params[varsIndex],\n irVars,\n parent;\n\n isLegacy && (vars.duration = params[1]);\n vars.parent = timeline;\n\n if (type) {\n irVars = vars;\n parent = timeline;\n\n while (parent && !(\"immediateRender\" in irVars)) {\n // inheritance hasn't happened yet, but someone may have set a default in an ancestor timeline. We could do vars.immediateRender = _isNotFalse(_inheritDefaults(vars).immediateRender) but that'd exact a slight performance penalty because _inheritDefaults() also runs in the Tween constructor. We're paying a small kb price here to gain speed.\n irVars = parent.vars.defaults || {};\n parent = _isNotFalse(parent.vars.inherit) && parent.parent;\n }\n\n vars.immediateRender = _isNotFalse(irVars.immediateRender);\n type < 2 ? vars.runBackwards = 1 : vars.startAt = params[varsIndex - 1]; // \"from\" vars\n }\n\n return new Tween(params[0], vars, params[varsIndex + 1]);\n},\n _conditionalReturn = function _conditionalReturn(value, func) {\n return value || value === 0 ? func(value) : func;\n},\n _clamp = function _clamp(min, max, value) {\n return value < min ? min : value > max ? max : value;\n},\n getUnit = function getUnit(value) {\n if (typeof value !== \"string\") {\n return \"\";\n }\n\n var v = _unitExp.exec(value);\n\n return v ? value.substr(v.index + v[0].length) : \"\";\n},\n // note: protect against padded numbers as strings, like \"100.100\". That shouldn't return \"00\" as the unit. If it's numeric, return no unit.\nclamp = function clamp(min, max, value) {\n return _conditionalReturn(value, function (v) {\n return _clamp(min, max, v);\n });\n},\n _slice = [].slice,\n _isArrayLike = function _isArrayLike(value, nonEmpty) {\n return value && _isObject(value) && \"length\" in value && (!nonEmpty && !value.length || value.length - 1 in value && _isObject(value[0])) && !value.nodeType && value !== _win;\n},\n _flatten = function _flatten(ar, leaveStrings, accumulator) {\n if (accumulator === void 0) {\n accumulator = [];\n }\n\n return ar.forEach(function (value) {\n var _accumulator;\n\n return _isString(value) && !leaveStrings || _isArrayLike(value, 1) ? (_accumulator = accumulator).push.apply(_accumulator, toArray(value)) : accumulator.push(value);\n }) || accumulator;\n},\n //takes any value and returns an array. If it's a string (and leaveStrings isn't true), it'll use document.querySelectorAll() and convert that to an array. It'll also accept iterables like jQuery objects.\ntoArray = function toArray(value, scope, leaveStrings) {\n return _isString(value) && !leaveStrings && (_coreInitted || !_wake()) ? _slice.call((scope || _doc).querySelectorAll(value), 0) : _isArray(value) ? _flatten(value, leaveStrings) : _isArrayLike(value) ? _slice.call(value, 0) : value ? [value] : [];\n},\n selector = function selector(value) {\n value = toArray(value)[0] || _warn(\"Invalid scope\") || {};\n return function (v) {\n var el = value.current || value.nativeElement || value;\n return toArray(v, el.querySelectorAll ? el : el === value ? _warn(\"Invalid scope\") || _doc.createElement(\"div\") : value);\n };\n},\n shuffle = function shuffle(a) {\n return a.sort(function () {\n return .5 - Math.random();\n });\n},\n // alternative that's a bit faster and more reliably diverse but bigger: for (let j, v, i = a.length; i; j = Math.floor(Math.random() * i), v = a[--i], a[i] = a[j], a[j] = v); return a;\n//for distributing values across an array. Can accept a number, a function or (most commonly) a function which can contain the following properties: {base, amount, from, ease, grid, axis, length, each}. Returns a function that expects the following parameters: index, target, array. Recognizes the following\ndistribute = function distribute(v) {\n if (_isFunction(v)) {\n return v;\n }\n\n var vars = _isObject(v) ? v : {\n each: v\n },\n //n:1 is just to indicate v was a number; we leverage that later to set v according to the length we get. If a number is passed in, we treat it like the old stagger value where 0.1, for example, would mean that things would be distributed with 0.1 between each element in the array rather than a total \"amount\" that's chunked out among them all.\n ease = _parseEase(vars.ease),\n from = vars.from || 0,\n base = parseFloat(vars.base) || 0,\n cache = {},\n isDecimal = from > 0 && from < 1,\n ratios = isNaN(from) || isDecimal,\n axis = vars.axis,\n ratioX = from,\n ratioY = from;\n\n if (_isString(from)) {\n ratioX = ratioY = {\n center: .5,\n edges: .5,\n end: 1\n }[from] || 0;\n } else if (!isDecimal && ratios) {\n ratioX = from[0];\n ratioY = from[1];\n }\n\n return function (i, target, a) {\n var l = (a || vars).length,\n distances = cache[l],\n originX,\n originY,\n x,\n y,\n d,\n j,\n max,\n min,\n wrapAt;\n\n if (!distances) {\n wrapAt = vars.grid === \"auto\" ? 0 : (vars.grid || [1, _bigNum])[1];\n\n if (!wrapAt) {\n max = -_bigNum;\n\n while (max < (max = a[wrapAt++].getBoundingClientRect().left) && wrapAt < l) {}\n\n wrapAt--;\n }\n\n distances = cache[l] = [];\n originX = ratios ? Math.min(wrapAt, l) * ratioX - .5 : from % wrapAt;\n originY = ratios ? l * ratioY / wrapAt - .5 : from / wrapAt | 0;\n max = 0;\n min = _bigNum;\n\n for (j = 0; j < l; j++) {\n x = j % wrapAt - originX;\n y = originY - (j / wrapAt | 0);\n distances[j] = d = !axis ? _sqrt(x * x + y * y) : Math.abs(axis === \"y\" ? y : x);\n d > max && (max = d);\n d < min && (min = d);\n }\n\n from === \"random\" && shuffle(distances);\n distances.max = max - min;\n distances.min = min;\n distances.v = l = (parseFloat(vars.amount) || parseFloat(vars.each) * (wrapAt > l ? l - 1 : !axis ? Math.max(wrapAt, l / wrapAt) : axis === \"y\" ? l / wrapAt : wrapAt) || 0) * (from === \"edges\" ? -1 : 1);\n distances.b = l < 0 ? base - l : base;\n distances.u = getUnit(vars.amount || vars.each) || 0; //unit\n\n ease = ease && l < 0 ? _invertEase(ease) : ease;\n }\n\n l = (distances[i] - distances.min) / distances.max || 0;\n return _round(distances.b + (ease ? ease(l) : l) * distances.v) + distances.u; //round in order to work around floating point errors\n };\n},\n _roundModifier = function _roundModifier(v) {\n //pass in 0.1 get a function that'll round to the nearest tenth, or 5 to round to the closest 5, or 0.001 to the closest 1000th, etc.\n var p = v < 1 ? Math.pow(10, (v + \"\").length - 2) : 1; //to avoid floating point math errors (like 24 * 0.1 == 2.4000000000000004), we chop off at a specific number of decimal places (much faster than toFixed()\n\n return function (raw) {\n var n = Math.round(parseFloat(raw) / v) * v * p;\n return (n - n % 1) / p + (_isNumber(raw) ? 0 : getUnit(raw)); // n - n % 1 replaces Math.floor() in order to handle negative values properly. For example, Math.floor(-150.00000000000003) is 151!\n };\n},\n snap = function snap(snapTo, value) {\n var isArray = _isArray(snapTo),\n radius,\n is2D;\n\n if (!isArray && _isObject(snapTo)) {\n radius = isArray = snapTo.radius || _bigNum;\n\n if (snapTo.values) {\n snapTo = toArray(snapTo.values);\n\n if (is2D = !_isNumber(snapTo[0])) {\n radius *= radius; //performance optimization so we don't have to Math.sqrt() in the loop.\n }\n } else {\n snapTo = _roundModifier(snapTo.increment);\n }\n }\n\n return _conditionalReturn(value, !isArray ? _roundModifier(snapTo) : _isFunction(snapTo) ? function (raw) {\n is2D = snapTo(raw);\n return Math.abs(is2D - raw) <= radius ? is2D : raw;\n } : function (raw) {\n var x = parseFloat(is2D ? raw.x : raw),\n y = parseFloat(is2D ? raw.y : 0),\n min = _bigNum,\n closest = 0,\n i = snapTo.length,\n dx,\n dy;\n\n while (i--) {\n if (is2D) {\n dx = snapTo[i].x - x;\n dy = snapTo[i].y - y;\n dx = dx * dx + dy * dy;\n } else {\n dx = Math.abs(snapTo[i] - x);\n }\n\n if (dx < min) {\n min = dx;\n closest = i;\n }\n }\n\n closest = !radius || min <= radius ? snapTo[closest] : raw;\n return is2D || closest === raw || _isNumber(raw) ? closest : closest + getUnit(raw);\n });\n},\n random = function random(min, max, roundingIncrement, returnFunction) {\n return _conditionalReturn(_isArray(min) ? !max : roundingIncrement === true ? !!(roundingIncrement = 0) : !returnFunction, function () {\n return _isArray(min) ? min[~~(Math.random() * min.length)] : (roundingIncrement = roundingIncrement || 1e-5) && (returnFunction = roundingIncrement < 1 ? Math.pow(10, (roundingIncrement + \"\").length - 2) : 1) && Math.floor(Math.round((min - roundingIncrement / 2 + Math.random() * (max - min + roundingIncrement * .99)) / roundingIncrement) * roundingIncrement * returnFunction) / returnFunction;\n });\n},\n pipe = function pipe() {\n for (var _len = arguments.length, functions = new Array(_len), _key = 0; _key < _len; _key++) {\n functions[_key] = arguments[_key];\n }\n\n return function (value) {\n return functions.reduce(function (v, f) {\n return f(v);\n }, value);\n };\n},\n unitize = function unitize(func, unit) {\n return function (value) {\n return func(parseFloat(value)) + (unit || getUnit(value));\n };\n},\n normalize = function normalize(min, max, value) {\n return mapRange(min, max, 0, 1, value);\n},\n _wrapArray = function _wrapArray(a, wrapper, value) {\n return _conditionalReturn(value, function (index) {\n return a[~~wrapper(index)];\n });\n},\n wrap = function wrap(min, max, value) {\n // NOTE: wrap() CANNOT be an arrow function! A very odd compiling bug causes problems (unrelated to GSAP).\n var range = max - min;\n return _isArray(min) ? _wrapArray(min, wrap(0, min.length), max) : _conditionalReturn(value, function (value) {\n return (range + (value - min) % range) % range + min;\n });\n},\n wrapYoyo = function wrapYoyo(min, max, value) {\n var range = max - min,\n total = range * 2;\n return _isArray(min) ? _wrapArray(min, wrapYoyo(0, min.length - 1), max) : _conditionalReturn(value, function (value) {\n value = (total + (value - min) % total) % total || 0;\n return min + (value > range ? total - value : value);\n });\n},\n _replaceRandom = function _replaceRandom(value) {\n //replaces all occurrences of random(...) in a string with the calculated random value. can be a range like random(-100, 100, 5) or an array like random([0, 100, 500])\n var prev = 0,\n s = \"\",\n i,\n nums,\n end,\n isArray;\n\n while (~(i = value.indexOf(\"random(\", prev))) {\n end = value.indexOf(\")\", i);\n isArray = value.charAt(i + 7) === \"[\";\n nums = value.substr(i + 7, end - i - 7).match(isArray ? _delimitedValueExp : _strictNumExp);\n s += value.substr(prev, i - prev) + random(isArray ? nums : +nums[0], isArray ? 0 : +nums[1], +nums[2] || 1e-5);\n prev = end + 1;\n }\n\n return s + value.substr(prev, value.length - prev);\n},\n mapRange = function mapRange(inMin, inMax, outMin, outMax, value) {\n var inRange = inMax - inMin,\n outRange = outMax - outMin;\n return _conditionalReturn(value, function (value) {\n return outMin + ((value - inMin) / inRange * outRange || 0);\n });\n},\n interpolate = function interpolate(start, end, progress, mutate) {\n var func = isNaN(start + end) ? 0 : function (p) {\n return (1 - p) * start + p * end;\n };\n\n if (!func) {\n var isString = _isString(start),\n master = {},\n p,\n i,\n interpolators,\n l,\n il;\n\n progress === true && (mutate = 1) && (progress = null);\n\n if (isString) {\n start = {\n p: start\n };\n end = {\n p: end\n };\n } else if (_isArray(start) && !_isArray(end)) {\n interpolators = [];\n l = start.length;\n il = l - 2;\n\n for (i = 1; i < l; i++) {\n interpolators.push(interpolate(start[i - 1], start[i])); //build the interpolators up front as a performance optimization so that when the function is called many times, it can just reuse them.\n }\n\n l--;\n\n func = function func(p) {\n p *= l;\n var i = Math.min(il, ~~p);\n return interpolators[i](p - i);\n };\n\n progress = end;\n } else if (!mutate) {\n start = _merge(_isArray(start) ? [] : {}, start);\n }\n\n if (!interpolators) {\n for (p in end) {\n _addPropTween.call(master, start, p, \"get\", end[p]);\n }\n\n func = function func(p) {\n return _renderPropTweens(p, master) || (isString ? start.p : start);\n };\n }\n }\n\n return _conditionalReturn(progress, func);\n},\n _getLabelInDirection = function _getLabelInDirection(timeline, fromTime, backward) {\n //used for nextLabel() and previousLabel()\n var labels = timeline.labels,\n min = _bigNum,\n p,\n distance,\n label;\n\n for (p in labels) {\n distance = labels[p] - fromTime;\n\n if (distance < 0 === !!backward && distance && min > (distance = Math.abs(distance))) {\n label = p;\n min = distance;\n }\n }\n\n return label;\n},\n _callback = function _callback(animation, type, executeLazyFirst) {\n var v = animation.vars,\n callback = v[type],\n params,\n scope;\n\n if (!callback) {\n return;\n }\n\n params = v[type + \"Params\"];\n scope = v.callbackScope || animation;\n executeLazyFirst && _lazyTweens.length && _lazyRender(); //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\n return params ? callback.apply(scope, params) : callback.call(scope);\n},\n _interrupt = function _interrupt(animation) {\n _removeFromParent(animation);\n\n animation.scrollTrigger && animation.scrollTrigger.kill(false);\n animation.progress() < 1 && _callback(animation, \"onInterrupt\");\n return animation;\n},\n _quickTween,\n _createPlugin = function _createPlugin(config) {\n config = !config.name && config[\"default\"] || config; //UMD packaging wraps things oddly, so for example MotionPathHelper becomes {MotionPathHelper:MotionPathHelper, default:MotionPathHelper}.\n\n var name = config.name,\n isFunc = _isFunction(config),\n Plugin = name && !isFunc && config.init ? function () {\n this._props = [];\n } : config,\n //in case someone passes in an object that's not a plugin, like CustomEase\n instanceDefaults = {\n init: _emptyFunc,\n render: _renderPropTweens,\n add: _addPropTween,\n kill: _killPropTweensOf,\n modifier: _addPluginModifier,\n rawVars: 0\n },\n statics = {\n targetTest: 0,\n get: 0,\n getSetter: _getSetter,\n aliases: {},\n register: 0\n };\n\n _wake();\n\n if (config !== Plugin) {\n if (_plugins[name]) {\n return;\n }\n\n _setDefaults(Plugin, _setDefaults(_copyExcluding(config, instanceDefaults), statics)); //static methods\n\n\n _merge(Plugin.prototype, _merge(instanceDefaults, _copyExcluding(config, statics))); //instance methods\n\n\n _plugins[Plugin.prop = name] = Plugin;\n\n if (config.targetTest) {\n _harnessPlugins.push(Plugin);\n\n _reservedProps[name] = 1;\n }\n\n name = (name === \"css\" ? \"CSS\" : name.charAt(0).toUpperCase() + name.substr(1)) + \"Plugin\"; //for the global name. \"motionPath\" should become MotionPathPlugin\n }\n\n _addGlobal(name, Plugin);\n\n config.register && config.register(gsap, Plugin, PropTween);\n},\n\n/*\n * --------------------------------------------------------------------------------------\n * COLORS\n * --------------------------------------------------------------------------------------\n */\n_255 = 255,\n _colorLookup = {\n aqua: [0, _255, _255],\n lime: [0, _255, 0],\n silver: [192, 192, 192],\n black: [0, 0, 0],\n maroon: [128, 0, 0],\n teal: [0, 128, 128],\n blue: [0, 0, _255],\n navy: [0, 0, 128],\n white: [_255, _255, _255],\n olive: [128, 128, 0],\n yellow: [_255, _255, 0],\n orange: [_255, 165, 0],\n gray: [128, 128, 128],\n purple: [128, 0, 128],\n green: [0, 128, 0],\n red: [_255, 0, 0],\n pink: [_255, 192, 203],\n cyan: [0, _255, _255],\n transparent: [_255, _255, _255, 0]\n},\n _hue = function _hue(h, m1, m2) {\n h = h < 0 ? h + 1 : h > 1 ? h - 1 : h;\n return (h * 6 < 1 ? m1 + (m2 - m1) * h * 6 : h < .5 ? m2 : h * 3 < 2 ? m1 + (m2 - m1) * (2 / 3 - h) * 6 : m1) * _255 + .5 | 0;\n},\n splitColor = function splitColor(v, toHSL, forceAlpha) {\n var a = !v ? _colorLookup.black : _isNumber(v) ? [v >> 16, v >> 8 & _255, v & _255] : 0,\n r,\n g,\n b,\n h,\n s,\n l,\n max,\n min,\n d,\n wasHSL;\n\n if (!a) {\n if (v.substr(-1) === \",\") {\n //sometimes a trailing comma is included and we should chop it off (typically from a comma-delimited list of values like a textShadow:\"2px 2px 2px blue, 5px 5px 5px rgb(255,0,0)\" - in this example \"blue,\" has a trailing comma. We could strip it out inside parseComplex() but we'd need to do it to the beginning and ending values plus it wouldn't provide protection from other potential scenarios like if the user passes in a similar value.\n v = v.substr(0, v.length - 1);\n }\n\n if (_colorLookup[v]) {\n a = _colorLookup[v];\n } else if (v.charAt(0) === \"#\") {\n if (v.length < 6) {\n //for shorthand like #9F0 or #9F0F (could have alpha)\n r = v.charAt(1);\n g = v.charAt(2);\n b = v.charAt(3);\n v = \"#\" + r + r + g + g + b + b + (v.length === 5 ? v.charAt(4) + v.charAt(4) : \"\");\n }\n\n if (v.length === 9) {\n // hex with alpha, like #fd5e53ff\n a = parseInt(v.substr(1, 6), 16);\n return [a >> 16, a >> 8 & _255, a & _255, parseInt(v.substr(7), 16) / 255];\n }\n\n v = parseInt(v.substr(1), 16);\n a = [v >> 16, v >> 8 & _255, v & _255];\n } else if (v.substr(0, 3) === \"hsl\") {\n a = wasHSL = v.match(_strictNumExp);\n\n if (!toHSL) {\n h = +a[0] % 360 / 360;\n s = +a[1] / 100;\n l = +a[2] / 100;\n g = l <= .5 ? l * (s + 1) : l + s - l * s;\n r = l * 2 - g;\n a.length > 3 && (a[3] *= 1); //cast as number\n\n a[0] = _hue(h + 1 / 3, r, g);\n a[1] = _hue(h, r, g);\n a[2] = _hue(h - 1 / 3, r, g);\n } else if (~v.indexOf(\"=\")) {\n //if relative values are found, just return the raw strings with the relative prefixes in place.\n a = v.match(_numExp);\n forceAlpha && a.length < 4 && (a[3] = 1);\n return a;\n }\n } else {\n a = v.match(_strictNumExp) || _colorLookup.transparent;\n }\n\n a = a.map(Number);\n }\n\n if (toHSL && !wasHSL) {\n r = a[0] / _255;\n g = a[1] / _255;\n b = a[2] / _255;\n max = Math.max(r, g, b);\n min = Math.min(r, g, b);\n l = (max + min) / 2;\n\n if (max === min) {\n h = s = 0;\n } else {\n d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n h = max === r ? (g - b) / d + (g < b ? 6 : 0) : max === g ? (b - r) / d + 2 : (r - g) / d + 4;\n h *= 60;\n }\n\n a[0] = ~~(h + .5);\n a[1] = ~~(s * 100 + .5);\n a[2] = ~~(l * 100 + .5);\n }\n\n forceAlpha && a.length < 4 && (a[3] = 1);\n return a;\n},\n _colorOrderData = function _colorOrderData(v) {\n // strips out the colors from the string, finds all the numeric slots (with units) and returns an array of those. The Array also has a \"c\" property which is an Array of the index values where the colors belong. This is to help work around issues where there's a mis-matched order of color/numeric data like drop-shadow(#f00 0px 1px 2px) and drop-shadow(0x 1px 2px #f00). This is basically a helper function used in _formatColors()\n var values = [],\n c = [],\n i = -1;\n v.split(_colorExp).forEach(function (v) {\n var a = v.match(_numWithUnitExp) || [];\n values.push.apply(values, a);\n c.push(i += a.length + 1);\n });\n values.c = c;\n return values;\n},\n _formatColors = function _formatColors(s, toHSL, orderMatchData) {\n var result = \"\",\n colors = (s + result).match(_colorExp),\n type = toHSL ? \"hsla(\" : \"rgba(\",\n i = 0,\n c,\n shell,\n d,\n l;\n\n if (!colors) {\n return s;\n }\n\n colors = colors.map(function (color) {\n return (color = splitColor(color, toHSL, 1)) && type + (toHSL ? color[0] + \",\" + color[1] + \"%,\" + color[2] + \"%,\" + color[3] : color.join(\",\")) + \")\";\n });\n\n if (orderMatchData) {\n d = _colorOrderData(s);\n c = orderMatchData.c;\n\n if (c.join(result) !== d.c.join(result)) {\n shell = s.replace(_colorExp, \"1\").split(_numWithUnitExp);\n l = shell.length - 1;\n\n for (; i < l; i++) {\n result += shell[i] + (~c.indexOf(i) ? colors.shift() || type + \"0,0,0,0)\" : (d.length ? d : colors.length ? colors : orderMatchData).shift());\n }\n }\n }\n\n if (!shell) {\n shell = s.split(_colorExp);\n l = shell.length - 1;\n\n for (; i < l; i++) {\n result += shell[i] + colors[i];\n }\n }\n\n return result + shell[l];\n},\n _colorExp = function () {\n var s = \"(?:\\\\b(?:(?:rgb|rgba|hsl|hsla)\\\\(.+?\\\\))|\\\\B#(?:[0-9a-f]{3,4}){1,2}\\\\b\",\n //we'll dynamically build this Regular Expression to conserve file size. After building it, it will be able to find rgb(), rgba(), # (hexadecimal), and named color values like red, blue, purple, etc.,\n p;\n\n for (p in _colorLookup) {\n s += \"|\" + p + \"\\\\b\";\n }\n\n return new RegExp(s + \")\", \"gi\");\n}(),\n _hslExp = /hsl[a]?\\(/,\n _colorStringFilter = function _colorStringFilter(a) {\n var combined = a.join(\" \"),\n toHSL;\n _colorExp.lastIndex = 0;\n\n if (_colorExp.test(combined)) {\n toHSL = _hslExp.test(combined);\n a[1] = _formatColors(a[1], toHSL);\n a[0] = _formatColors(a[0], toHSL, _colorOrderData(a[1])); // make sure the order of numbers/colors match with the END value.\n\n return true;\n }\n},\n\n/*\n * --------------------------------------------------------------------------------------\n * TICKER\n * --------------------------------------------------------------------------------------\n */\n_tickerActive,\n _ticker = function () {\n var _getTime = Date.now,\n _lagThreshold = 500,\n _adjustedLag = 33,\n _startTime = _getTime(),\n _lastUpdate = _startTime,\n _gap = 1000 / 240,\n _nextTime = _gap,\n _listeners = [],\n _id,\n _req,\n _raf,\n _self,\n _delta,\n _i,\n _tick = function _tick(v) {\n var elapsed = _getTime() - _lastUpdate,\n manual = v === true,\n overlap,\n dispatch,\n time,\n frame;\n\n elapsed > _lagThreshold && (_startTime += elapsed - _adjustedLag);\n _lastUpdate += elapsed;\n time = _lastUpdate - _startTime;\n overlap = time - _nextTime;\n\n if (overlap > 0 || manual) {\n frame = ++_self.frame;\n _delta = time - _self.time * 1000;\n _self.time = time = time / 1000;\n _nextTime += overlap + (overlap >= _gap ? 4 : _gap - overlap);\n dispatch = 1;\n }\n\n manual || (_id = _req(_tick)); //make sure the request is made before we dispatch the \"tick\" event so that timing is maintained. Otherwise, if processing the \"tick\" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.\n\n if (dispatch) {\n for (_i = 0; _i < _listeners.length; _i++) {\n // use _i and check _listeners.length instead of a variable because a listener could get removed during the loop, and if that happens to an element less than the current index, it'd throw things off in the loop.\n _listeners[_i](time, _delta, frame, v);\n }\n }\n };\n\n _self = {\n time: 0,\n frame: 0,\n tick: function tick() {\n _tick(true);\n },\n deltaRatio: function deltaRatio(fps) {\n return _delta / (1000 / (fps || 60));\n },\n wake: function wake() {\n if (_coreReady) {\n if (!_coreInitted && _windowExists()) {\n _win = _coreInitted = window;\n _doc = _win.document || {};\n _globals.gsap = gsap;\n (_win.gsapVersions || (_win.gsapVersions = [])).push(gsap.version);\n\n _install(_installScope || _win.GreenSockGlobals || !_win.gsap && _win || {});\n\n _raf = _win.requestAnimationFrame;\n }\n\n _id && _self.sleep();\n\n _req = _raf || function (f) {\n return setTimeout(f, _nextTime - _self.time * 1000 + 1 | 0);\n };\n\n _tickerActive = 1;\n\n _tick(2);\n }\n },\n sleep: function sleep() {\n (_raf ? _win.cancelAnimationFrame : clearTimeout)(_id);\n _tickerActive = 0;\n _req = _emptyFunc;\n },\n lagSmoothing: function lagSmoothing(threshold, adjustedLag) {\n _lagThreshold = threshold || 1 / _tinyNum; //zero should be interpreted as basically unlimited\n\n _adjustedLag = Math.min(adjustedLag, _lagThreshold, 0);\n },\n fps: function fps(_fps) {\n _gap = 1000 / (_fps || 240);\n _nextTime = _self.time * 1000 + _gap;\n },\n add: function add(callback) {\n _listeners.indexOf(callback) < 0 && _listeners.push(callback);\n\n _wake();\n },\n remove: function remove(callback) {\n var i;\n ~(i = _listeners.indexOf(callback)) && _listeners.splice(i, 1) && _i >= i && _i--;\n },\n _listeners: _listeners\n };\n return _self;\n}(),\n _wake = function _wake() {\n return !_tickerActive && _ticker.wake();\n},\n //also ensures the core classes are initialized.\n\n/*\n* -------------------------------------------------\n* EASING\n* -------------------------------------------------\n*/\n_easeMap = {},\n _customEaseExp = /^[\\d.\\-M][\\d.\\-,\\s]/,\n _quotesExp = /[\"']/g,\n _parseObjectInString = function _parseObjectInString(value) {\n //takes a string like \"{wiggles:10, type:anticipate})\" and turns it into a real object. Notice it ends in \")\" and includes the {} wrappers. This is because we only use this function for parsing ease configs and prioritized optimization rather than reusability.\n var obj = {},\n split = value.substr(1, value.length - 3).split(\":\"),\n key = split[0],\n i = 1,\n l = split.length,\n index,\n val,\n parsedVal;\n\n for (; i < l; i++) {\n val = split[i];\n index = i !== l - 1 ? val.lastIndexOf(\",\") : val.length;\n parsedVal = val.substr(0, index);\n obj[key] = isNaN(parsedVal) ? parsedVal.replace(_quotesExp, \"\").trim() : +parsedVal;\n key = val.substr(index + 1).trim();\n }\n\n return obj;\n},\n _valueInParentheses = function _valueInParentheses(value) {\n var open = value.indexOf(\"(\") + 1,\n close = value.indexOf(\")\"),\n nested = value.indexOf(\"(\", open);\n return value.substring(open, ~nested && nested < close ? value.indexOf(\")\", close + 1) : close);\n},\n _configEaseFromString = function _configEaseFromString(name) {\n //name can be a string like \"elastic.out(1,0.5)\", and pass in _easeMap as obj and it'll parse it out and call the actual function like _easeMap.Elastic.easeOut.config(1,0.5). It will also parse custom ease strings as long as CustomEase is loaded and registered (internally as _easeMap._CE).\n var split = (name + \"\").split(\"(\"),\n ease = _easeMap[split[0]];\n return ease && split.length > 1 && ease.config ? ease.config.apply(null, ~name.indexOf(\"{\") ? [_parseObjectInString(split[1])] : _valueInParentheses(name).split(\",\").map(_numericIfPossible)) : _easeMap._CE && _customEaseExp.test(name) ? _easeMap._CE(\"\", name) : ease;\n},\n _invertEase = function _invertEase(ease) {\n return function (p) {\n return 1 - ease(1 - p);\n };\n},\n // allow yoyoEase to be set in children and have those affected when the parent/ancestor timeline yoyos.\n_propagateYoyoEase = function _propagateYoyoEase(timeline, isYoyo) {\n var child = timeline._first,\n ease;\n\n while (child) {\n if (child instanceof Timeline) {\n _propagateYoyoEase(child, isYoyo);\n } else if (child.vars.yoyoEase && (!child._yoyo || !child._repeat) && child._yoyo !== isYoyo) {\n if (child.timeline) {\n _propagateYoyoEase(child.timeline, isYoyo);\n } else {\n ease = child._ease;\n child._ease = child._yEase;\n child._yEase = ease;\n child._yoyo = isYoyo;\n }\n }\n\n child = child._next;\n }\n},\n _parseEase = function _parseEase(ease, defaultEase) {\n return !ease ? defaultEase : (_isFunction(ease) ? ease : _easeMap[ease] || _configEaseFromString(ease)) || defaultEase;\n},\n _insertEase = function _insertEase(names, easeIn, easeOut, easeInOut) {\n if (easeOut === void 0) {\n easeOut = function easeOut(p) {\n return 1 - easeIn(1 - p);\n };\n }\n\n if (easeInOut === void 0) {\n easeInOut = function easeInOut(p) {\n return p < .5 ? easeIn(p * 2) / 2 : 1 - easeIn((1 - p) * 2) / 2;\n };\n }\n\n var ease = {\n easeIn: easeIn,\n easeOut: easeOut,\n easeInOut: easeInOut\n },\n lowercaseName;\n\n _forEachName(names, function (name) {\n _easeMap[name] = _globals[name] = ease;\n _easeMap[lowercaseName = name.toLowerCase()] = easeOut;\n\n for (var p in ease) {\n _easeMap[lowercaseName + (p === \"easeIn\" ? \".in\" : p === \"easeOut\" ? \".out\" : \".inOut\")] = _easeMap[name + \".\" + p] = ease[p];\n }\n });\n\n return ease;\n},\n _easeInOutFromOut = function _easeInOutFromOut(easeOut) {\n return function (p) {\n return p < .5 ? (1 - easeOut(1 - p * 2)) / 2 : .5 + easeOut((p - .5) * 2) / 2;\n };\n},\n _configElastic = function _configElastic(type, amplitude, period) {\n var p1 = amplitude >= 1 ? amplitude : 1,\n //note: if amplitude is < 1, we simply adjust the period for a more natural feel. Otherwise the math doesn't work right and the curve starts at 1.\n p2 = (period || (type ? .3 : .45)) / (amplitude < 1 ? amplitude : 1),\n p3 = p2 / _2PI * (Math.asin(1 / p1) || 0),\n easeOut = function easeOut(p) {\n return p === 1 ? 1 : p1 * Math.pow(2, -10 * p) * _sin((p - p3) * p2) + 1;\n },\n ease = type === \"out\" ? easeOut : type === \"in\" ? function (p) {\n return 1 - easeOut(1 - p);\n } : _easeInOutFromOut(easeOut);\n\n p2 = _2PI / p2; //precalculate to optimize\n\n ease.config = function (amplitude, period) {\n return _configElastic(type, amplitude, period);\n };\n\n return ease;\n},\n _configBack = function _configBack(type, overshoot) {\n if (overshoot === void 0) {\n overshoot = 1.70158;\n }\n\n var easeOut = function easeOut(p) {\n return p ? --p * p * ((overshoot + 1) * p + overshoot) + 1 : 0;\n },\n ease = type === \"out\" ? easeOut : type === \"in\" ? function (p) {\n return 1 - easeOut(1 - p);\n } : _easeInOutFromOut(easeOut);\n\n ease.config = function (overshoot) {\n return _configBack(type, overshoot);\n };\n\n return ease;\n}; // a cheaper (kb and cpu) but more mild way to get a parameterized weighted ease by feeding in a value between -1 (easeIn) and 1 (easeOut) where 0 is linear.\n// _weightedEase = ratio => {\n// \tlet y = 0.5 + ratio / 2;\n// \treturn p => (2 * (1 - p) * p * y + p * p);\n// },\n// a stronger (but more expensive kb/cpu) parameterized weighted ease that lets you feed in a value between -1 (easeIn) and 1 (easeOut) where 0 is linear.\n// _weightedEaseStrong = ratio => {\n// \tratio = .5 + ratio / 2;\n// \tlet o = 1 / 3 * (ratio < .5 ? ratio : 1 - ratio),\n// \t\tb = ratio - o,\n// \t\tc = ratio + o;\n// \treturn p => p === 1 ? p : 3 * b * (1 - p) * (1 - p) * p + 3 * c * (1 - p) * p * p + p * p * p;\n// };\n\n\n_forEachName(\"Linear,Quad,Cubic,Quart,Quint,Strong\", function (name, i) {\n var power = i < 5 ? i + 1 : i;\n\n _insertEase(name + \",Power\" + (power - 1), i ? function (p) {\n return Math.pow(p, power);\n } : function (p) {\n return p;\n }, function (p) {\n return 1 - Math.pow(1 - p, power);\n }, function (p) {\n return p < .5 ? Math.pow(p * 2, power) / 2 : 1 - Math.pow((1 - p) * 2, power) / 2;\n });\n});\n\n_easeMap.Linear.easeNone = _easeMap.none = _easeMap.Linear.easeIn;\n\n_insertEase(\"Elastic\", _configElastic(\"in\"), _configElastic(\"out\"), _configElastic());\n\n(function (n, c) {\n var n1 = 1 / c,\n n2 = 2 * n1,\n n3 = 2.5 * n1,\n easeOut = function easeOut(p) {\n return p < n1 ? n * p * p : p < n2 ? n * Math.pow(p - 1.5 / c, 2) + .75 : p < n3 ? n * (p -= 2.25 / c) * p + .9375 : n * Math.pow(p - 2.625 / c, 2) + .984375;\n };\n\n _insertEase(\"Bounce\", function (p) {\n return 1 - easeOut(1 - p);\n }, easeOut);\n})(7.5625, 2.75);\n\n_insertEase(\"Expo\", function (p) {\n return p ? Math.pow(2, 10 * (p - 1)) : 0;\n});\n\n_insertEase(\"Circ\", function (p) {\n return -(_sqrt(1 - p * p) - 1);\n});\n\n_insertEase(\"Sine\", function (p) {\n return p === 1 ? 1 : -_cos(p * _HALF_PI) + 1;\n});\n\n_insertEase(\"Back\", _configBack(\"in\"), _configBack(\"out\"), _configBack());\n\n_easeMap.SteppedEase = _easeMap.steps = _globals.SteppedEase = {\n config: function config(steps, immediateStart) {\n if (steps === void 0) {\n steps = 1;\n }\n\n var p1 = 1 / steps,\n p2 = steps + (immediateStart ? 0 : 1),\n p3 = immediateStart ? 1 : 0,\n max = 1 - _tinyNum;\n return function (p) {\n return ((p2 * _clamp(0, max, p) | 0) + p3) * p1;\n };\n }\n};\n_defaults.ease = _easeMap[\"quad.out\"];\n\n_forEachName(\"onComplete,onUpdate,onStart,onRepeat,onReverseComplete,onInterrupt\", function (name) {\n return _callbackNames += name + \",\" + name + \"Params,\";\n});\n/*\n * --------------------------------------------------------------------------------------\n * CACHE\n * --------------------------------------------------------------------------------------\n */\n\n\nexport var GSCache = function GSCache(target, harness) {\n this.id = _gsID++;\n target._gsap = this;\n this.target = target;\n this.harness = harness;\n this.get = harness ? harness.get : _getProperty;\n this.set = harness ? harness.getSetter : _getSetter;\n};\n/*\n * --------------------------------------------------------------------------------------\n * ANIMATION\n * --------------------------------------------------------------------------------------\n */\n\nexport var Animation = /*#__PURE__*/function () {\n function Animation(vars) {\n this.vars = vars;\n this._delay = +vars.delay || 0;\n\n if (this._repeat = vars.repeat === Infinity ? -2 : vars.repeat || 0) {\n // TODO: repeat: Infinity on a timeline's children must flag that timeline internally and affect its totalDuration, otherwise it'll stop in the negative direction when reaching the start.\n this._rDelay = vars.repeatDelay || 0;\n this._yoyo = !!vars.yoyo || !!vars.yoyoEase;\n }\n\n this._ts = 1;\n\n _setDuration(this, +vars.duration, 1, 1);\n\n this.data = vars.data;\n _tickerActive || _ticker.wake();\n }\n\n var _proto = Animation.prototype;\n\n _proto.delay = function delay(value) {\n if (value || value === 0) {\n this.parent && this.parent.smoothChildTiming && this.startTime(this._start + value - this._delay);\n this._delay = value;\n return this;\n }\n\n return this._delay;\n };\n\n _proto.duration = function duration(value) {\n return arguments.length ? this.totalDuration(this._repeat > 0 ? value + (value + this._rDelay) * this._repeat : value) : this.totalDuration() && this._dur;\n };\n\n _proto.totalDuration = function totalDuration(value) {\n if (!arguments.length) {\n return this._tDur;\n }\n\n this._dirty = 0;\n return _setDuration(this, this._repeat < 0 ? value : (value - this._repeat * this._rDelay) / (this._repeat + 1));\n };\n\n _proto.totalTime = function totalTime(_totalTime, suppressEvents) {\n _wake();\n\n if (!arguments.length) {\n return this._tTime;\n }\n\n var parent = this._dp;\n\n if (parent && parent.smoothChildTiming && this._ts) {\n _alignPlayhead(this, _totalTime);\n\n !parent._dp || parent.parent || _postAddChecks(parent, this); // edge case: if this is a child of a timeline that already completed, for example, we must re-activate the parent.\n //in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The start of that child would get pushed out, but one of the ancestors may have completed.\n\n while (parent.parent) {\n if (parent.parent._time !== parent._start + (parent._ts >= 0 ? parent._tTime / parent._ts : (parent.totalDuration() - parent._tTime) / -parent._ts)) {\n parent.totalTime(parent._tTime, true);\n }\n\n parent = parent.parent;\n }\n\n if (!this.parent && this._dp.autoRemoveChildren && (this._ts > 0 && _totalTime < this._tDur || this._ts < 0 && _totalTime > 0 || !this._tDur && !_totalTime)) {\n //if the animation doesn't have a parent, put it back into its last parent (recorded as _dp for exactly cases like this). Limit to parents with autoRemoveChildren (like globalTimeline) so that if the user manually removes an animation from a timeline and then alters its playhead, it doesn't get added back in.\n _addToTimeline(this._dp, this, this._start - this._delay);\n }\n }\n\n if (this._tTime !== _totalTime || !this._dur && !suppressEvents || this._initted && Math.abs(this._zTime) === _tinyNum || !_totalTime && !this._initted && (this.add || this._ptLookup)) {\n // check for _ptLookup on a Tween instance to ensure it has actually finished being instantiated, otherwise if this.reverse() gets called in the Animation constructor, it could trigger a render() here even though the _targets weren't populated, thus when _init() is called there won't be any PropTweens (it'll act like the tween is non-functional)\n this._ts || (this._pTime = _totalTime); // otherwise, if an animation is paused, then the playhead is moved back to zero, then resumed, it'd revert back to the original time at the pause\n //if (!this._lock) { // avoid endless recursion (not sure we need this yet or if it's worth the performance hit)\n // this._lock = 1;\n\n _lazySafeRender(this, _totalTime, suppressEvents); // this._lock = 0;\n //}\n\n }\n\n return this;\n };\n\n _proto.time = function time(value, suppressEvents) {\n return arguments.length ? this.totalTime(Math.min(this.totalDuration(), value + _elapsedCycleDuration(this)) % (this._dur + this._rDelay) || (value ? this._dur : 0), suppressEvents) : this._time; // note: if the modulus results in 0, the playhead could be exactly at the end or the beginning, and we always defer to the END with a non-zero value, otherwise if you set the time() to the very end (duration()), it would render at the START!\n };\n\n _proto.totalProgress = function totalProgress(value, suppressEvents) {\n return arguments.length ? this.totalTime(this.totalDuration() * value, suppressEvents) : this.totalDuration() ? Math.min(1, this._tTime / this._tDur) : this.ratio;\n };\n\n _proto.progress = function progress(value, suppressEvents) {\n return arguments.length ? this.totalTime(this.duration() * (this._yoyo && !(this.iteration() & 1) ? 1 - value : value) + _elapsedCycleDuration(this), suppressEvents) : this.duration() ? Math.min(1, this._time / this._dur) : this.ratio;\n };\n\n _proto.iteration = function iteration(value, suppressEvents) {\n var cycleDuration = this.duration() + this._rDelay;\n\n return arguments.length ? this.totalTime(this._time + (value - 1) * cycleDuration, suppressEvents) : this._repeat ? _animationCycle(this._tTime, cycleDuration) + 1 : 1;\n } // potential future addition:\n // isPlayingBackwards() {\n // \tlet animation = this,\n // \t\torientation = 1; // 1 = forward, -1 = backward\n // \twhile (animation) {\n // \t\torientation *= animation.reversed() || (animation.repeat() && !(animation.iteration() & 1)) ? -1 : 1;\n // \t\tanimation = animation.parent;\n // \t}\n // \treturn orientation < 0;\n // }\n ;\n\n _proto.timeScale = function timeScale(value) {\n if (!arguments.length) {\n return this._rts === -_tinyNum ? 0 : this._rts; // recorded timeScale. Special case: if someone calls reverse() on an animation with timeScale of 0, we assign it -_tinyNum to remember it's reversed.\n }\n\n if (this._rts === value) {\n return this;\n }\n\n var tTime = this.parent && this._ts ? _parentToChildTotalTime(this.parent._time, this) : this._tTime; // make sure to do the parentToChildTotalTime() BEFORE setting the new _ts because the old one must be used in that calculation.\n // future addition? Up side: fast and minimal file size. Down side: only works on this animation; if a timeline is reversed, for example, its childrens' onReverse wouldn't get called.\n //(+value < 0 && this._rts >= 0) && _callback(this, \"onReverse\", true);\n // prioritize rendering where the parent's playhead lines up instead of this._tTime because there could be a tween that's animating another tween's timeScale in the same rendering loop (same parent), thus if the timeScale tween renders first, it would alter _start BEFORE _tTime was set on that tick (in the rendering loop), effectively freezing it until the timeScale tween finishes.\n\n this._rts = +value || 0;\n this._ts = this._ps || value === -_tinyNum ? 0 : this._rts; // _ts is the functional timeScale which would be 0 if the animation is paused.\n\n return _recacheAncestors(this.totalTime(_clamp(-this._delay, this._tDur, tTime), true));\n };\n\n _proto.paused = function paused(value) {\n if (!arguments.length) {\n return this._ps;\n }\n\n if (this._ps !== value) {\n this._ps = value;\n\n if (value) {\n this._pTime = this._tTime || Math.max(-this._delay, this.rawTime()); // if the pause occurs during the delay phase, make sure that's factored in when resuming.\n\n this._ts = this._act = 0; // _ts is the functional timeScale, so a paused tween would effectively have a timeScale of 0. We record the \"real\" timeScale as _rts (recorded time scale)\n } else {\n _wake();\n\n this._ts = this._rts; //only defer to _pTime (pauseTime) if tTime is zero. Remember, someone could pause() an animation, then scrub the playhead and resume(). If the parent doesn't have smoothChildTiming, we render at the rawTime() because the startTime won't get updated.\n\n this.totalTime(this.parent && !this.parent.smoothChildTiming ? this.rawTime() : this._tTime || this._pTime, this.progress() === 1 && Math.abs(this._zTime) !== _tinyNum && (this._tTime -= _tinyNum)); // edge case: animation.progress(1).pause().play() wouldn't render again because the playhead is already at the end, but the call to totalTime() below will add it back to its parent...and not remove it again (since removing only happens upon rendering at a new time). Offsetting the _tTime slightly is done simply to cause the final render in totalTime() that'll pop it off its timeline (if autoRemoveChildren is true, of course). Check to make sure _zTime isn't -_tinyNum to avoid an edge case where the playhead is pushed to the end but INSIDE a tween/callback, the timeline itself is paused thus halting rendering and leaving a few unrendered. When resuming, it wouldn't render those otherwise.\n }\n }\n\n return this;\n };\n\n _proto.startTime = function startTime(value) {\n if (arguments.length) {\n this._start = value;\n var parent = this.parent || this._dp;\n parent && (parent._sort || !this.parent) && _addToTimeline(parent, this, value - this._delay);\n return this;\n }\n\n return this._start;\n };\n\n _proto.endTime = function endTime(includeRepeats) {\n return this._start + (_isNotFalse(includeRepeats) ? this.totalDuration() : this.duration()) / Math.abs(this._ts);\n };\n\n _proto.rawTime = function rawTime(wrapRepeats) {\n var parent = this.parent || this._dp; // _dp = detached parent\n\n return !parent ? this._tTime : wrapRepeats && (!this._ts || this._repeat && this._time && this.totalProgress() < 1) ? this._tTime % (this._dur + this._rDelay) : !this._ts ? this._tTime : _parentToChildTotalTime(parent.rawTime(wrapRepeats), this);\n };\n\n _proto.globalTime = function globalTime(rawTime) {\n var animation = this,\n time = arguments.length ? rawTime : animation.rawTime();\n\n while (animation) {\n time = animation._start + time / (animation._ts || 1);\n animation = animation._dp;\n }\n\n return time;\n };\n\n _proto.repeat = function repeat(value) {\n if (arguments.length) {\n this._repeat = value === Infinity ? -2 : value;\n return _onUpdateTotalDuration(this);\n }\n\n return this._repeat === -2 ? Infinity : this._repeat;\n };\n\n _proto.repeatDelay = function repeatDelay(value) {\n if (arguments.length) {\n var time = this._time;\n this._rDelay = value;\n\n _onUpdateTotalDuration(this);\n\n return time ? this.time(time) : this;\n }\n\n return this._rDelay;\n };\n\n _proto.yoyo = function yoyo(value) {\n if (arguments.length) {\n this._yoyo = value;\n return this;\n }\n\n return this._yoyo;\n };\n\n _proto.seek = function seek(position, suppressEvents) {\n return this.totalTime(_parsePosition(this, position), _isNotFalse(suppressEvents));\n };\n\n _proto.restart = function restart(includeDelay, suppressEvents) {\n return this.play().totalTime(includeDelay ? -this._delay : 0, _isNotFalse(suppressEvents));\n };\n\n _proto.play = function play(from, suppressEvents) {\n from != null && this.seek(from, suppressEvents);\n return this.reversed(false).paused(false);\n };\n\n _proto.reverse = function reverse(from, suppressEvents) {\n from != null && this.seek(from || this.totalDuration(), suppressEvents);\n return this.reversed(true).paused(false);\n };\n\n _proto.pause = function pause(atTime, suppressEvents) {\n atTime != null && this.seek(atTime, suppressEvents);\n return this.paused(true);\n };\n\n _proto.resume = function resume() {\n return this.paused(false);\n };\n\n _proto.reversed = function reversed(value) {\n if (arguments.length) {\n !!value !== this.reversed() && this.timeScale(-this._rts || (value ? -_tinyNum : 0)); // in case timeScale is zero, reversing would have no effect so we use _tinyNum.\n\n return this;\n }\n\n return this._rts < 0;\n };\n\n _proto.invalidate = function invalidate() {\n this._initted = this._act = 0;\n this._zTime = -_tinyNum;\n return this;\n };\n\n _proto.isActive = function isActive() {\n var parent = this.parent || this._dp,\n start = this._start,\n rawTime;\n return !!(!parent || this._ts && this._initted && parent.isActive() && (rawTime = parent.rawTime(true)) >= start && rawTime < this.endTime(true) - _tinyNum);\n };\n\n _proto.eventCallback = function eventCallback(type, callback, params) {\n var vars = this.vars;\n\n if (arguments.length > 1) {\n if (!callback) {\n delete vars[type];\n } else {\n vars[type] = callback;\n params && (vars[type + \"Params\"] = params);\n type === \"onUpdate\" && (this._onUpdate = callback);\n }\n\n return this;\n }\n\n return vars[type];\n };\n\n _proto.then = function then(onFulfilled) {\n var self = this;\n return new Promise(function (resolve) {\n var f = _isFunction(onFulfilled) ? onFulfilled : _passThrough,\n _resolve = function _resolve() {\n var _then = self.then;\n self.then = null; // temporarily null the then() method to avoid an infinite loop (see https://github.com/greensock/GSAP/issues/322)\n\n _isFunction(f) && (f = f(self)) && (f.then || f === self) && (self.then = _then);\n resolve(f);\n self.then = _then;\n };\n\n if (self._initted && self.totalProgress() === 1 && self._ts >= 0 || !self._tTime && self._ts < 0) {\n _resolve();\n } else {\n self._prom = _resolve;\n }\n });\n };\n\n _proto.kill = function kill() {\n _interrupt(this);\n };\n\n return Animation;\n}();\n\n_setDefaults(Animation.prototype, {\n _time: 0,\n _start: 0,\n _end: 0,\n _tTime: 0,\n _tDur: 0,\n _dirty: 0,\n _repeat: 0,\n _yoyo: false,\n parent: null,\n _initted: false,\n _rDelay: 0,\n _ts: 1,\n _dp: 0,\n ratio: 0,\n _zTime: -_tinyNum,\n _prom: 0,\n _ps: false,\n _rts: 1\n});\n/*\n * -------------------------------------------------\n * TIMELINE\n * -------------------------------------------------\n */\n\n\nexport var Timeline = /*#__PURE__*/function (_Animation) {\n _inheritsLoose(Timeline, _Animation);\n\n function Timeline(vars, position) {\n var _this;\n\n if (vars === void 0) {\n vars = {};\n }\n\n _this = _Animation.call(this, vars) || this;\n _this.labels = {};\n _this.smoothChildTiming = !!vars.smoothChildTiming;\n _this.autoRemoveChildren = !!vars.autoRemoveChildren;\n _this._sort = _isNotFalse(vars.sortChildren);\n _globalTimeline && _addToTimeline(vars.parent || _globalTimeline, _assertThisInitialized(_this), position);\n vars.reversed && _this.reverse();\n vars.paused && _this.paused(true);\n vars.scrollTrigger && _scrollTrigger(_assertThisInitialized(_this), vars.scrollTrigger);\n return _this;\n }\n\n var _proto2 = Timeline.prototype;\n\n _proto2.to = function to(targets, vars, position) {\n _createTweenType(0, arguments, this);\n\n return this;\n };\n\n _proto2.from = function from(targets, vars, position) {\n _createTweenType(1, arguments, this);\n\n return this;\n };\n\n _proto2.fromTo = function fromTo(targets, fromVars, toVars, position) {\n _createTweenType(2, arguments, this);\n\n return this;\n };\n\n _proto2.set = function set(targets, vars, position) {\n vars.duration = 0;\n vars.parent = this;\n _inheritDefaults(vars).repeatDelay || (vars.repeat = 0);\n vars.immediateRender = !!vars.immediateRender;\n new Tween(targets, vars, _parsePosition(this, position), 1);\n return this;\n };\n\n _proto2.call = function call(callback, params, position) {\n return _addToTimeline(this, Tween.delayedCall(0, callback, params), position);\n } //ONLY for backward compatibility! Maybe delete?\n ;\n\n _proto2.staggerTo = function staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams) {\n vars.duration = duration;\n vars.stagger = vars.stagger || stagger;\n vars.onComplete = onCompleteAll;\n vars.onCompleteParams = onCompleteAllParams;\n vars.parent = this;\n new Tween(targets, vars, _parsePosition(this, position));\n return this;\n };\n\n _proto2.staggerFrom = function staggerFrom(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams) {\n vars.runBackwards = 1;\n _inheritDefaults(vars).immediateRender = _isNotFalse(vars.immediateRender);\n return this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams);\n };\n\n _proto2.staggerFromTo = function staggerFromTo(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams) {\n toVars.startAt = fromVars;\n _inheritDefaults(toVars).immediateRender = _isNotFalse(toVars.immediateRender);\n return this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams);\n };\n\n _proto2.render = function render(totalTime, suppressEvents, force) {\n var prevTime = this._time,\n tDur = this._dirty ? this.totalDuration() : this._tDur,\n dur = this._dur,\n tTime = this !== _globalTimeline && totalTime > tDur - _tinyNum && totalTime >= 0 ? tDur : totalTime < _tinyNum ? 0 : totalTime,\n crossingStart = this._zTime < 0 !== totalTime < 0 && (this._initted || !dur),\n time,\n child,\n next,\n iteration,\n cycleDuration,\n prevPaused,\n pauseTween,\n timeScale,\n prevStart,\n prevIteration,\n yoyo,\n isYoyo;\n\n if (tTime !== this._tTime || force || crossingStart) {\n if (prevTime !== this._time && dur) {\n //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n tTime += this._time - prevTime;\n totalTime += this._time - prevTime;\n }\n\n time = tTime;\n prevStart = this._start;\n timeScale = this._ts;\n prevPaused = !timeScale;\n\n if (crossingStart) {\n dur || (prevTime = this._zTime); //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect.\n\n (totalTime || !suppressEvents) && (this._zTime = totalTime);\n }\n\n if (this._repeat) {\n //adjust the time for repeats and yoyos\n yoyo = this._yoyo;\n cycleDuration = dur + this._rDelay;\n\n if (this._repeat < -1 && totalTime < 0) {\n return this.totalTime(cycleDuration * 100 + totalTime, suppressEvents, force);\n }\n\n time = _round(tTime % cycleDuration); //round to avoid floating point errors. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)\n\n if (tTime === tDur) {\n // the tDur === tTime is for edge cases where there's a lengthy decimal on the duration and it may reach the very end but the time is rendered as not-quite-there (remember, tDur is rounded to 4 decimals whereas dur isn't)\n iteration = this._repeat;\n time = dur;\n } else {\n iteration = ~~(tTime / cycleDuration);\n\n if (iteration && iteration === tTime / cycleDuration) {\n time = dur;\n iteration--;\n }\n\n time > dur && (time = dur);\n }\n\n prevIteration = _animationCycle(this._tTime, cycleDuration);\n !prevTime && this._tTime && prevIteration !== iteration && (prevIteration = iteration); // edge case - if someone does addPause() at the very beginning of a repeating timeline, that pause is technically at the same spot as the end which causes this._time to get set to 0 when the totalTime would normally place the playhead at the end. See https://greensock.com/forums/topic/23823-closing-nav-animation-not-working-on-ie-and-iphone-6-maybe-other-older-browser/?tab=comments#comment-113005\n\n if (yoyo && iteration & 1) {\n time = dur - time;\n isYoyo = 1;\n }\n /*\n make sure children at the end/beginning of the timeline are rendered properly. If, for example,\n a 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which\n would get translated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there\n could be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So\n we need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must\n ensure that zero-duration tweens at the very beginning or end of the Timeline work.\n */\n\n\n if (iteration !== prevIteration && !this._lock) {\n var rewinding = yoyo && prevIteration & 1,\n doesWrap = rewinding === (yoyo && iteration & 1);\n iteration < prevIteration && (rewinding = !rewinding);\n prevTime = rewinding ? 0 : dur;\n this._lock = 1;\n this.render(prevTime || (isYoyo ? 0 : _round(iteration * cycleDuration)), suppressEvents, !dur)._lock = 0;\n this._tTime = tTime; // if a user gets the iteration() inside the onRepeat, for example, it should be accurate.\n\n !suppressEvents && this.parent && _callback(this, \"onRepeat\");\n this.vars.repeatRefresh && !isYoyo && (this.invalidate()._lock = 1);\n\n if (prevTime && prevTime !== this._time || prevPaused !== !this._ts || this.vars.onRepeat && !this.parent && !this._act) {\n // if prevTime is 0 and we render at the very end, _time will be the end, thus won't match. So in this edge case, prevTime won't match _time but that's okay. If it gets killed in the onRepeat, eject as well.\n return this;\n }\n\n dur = this._dur; // in case the duration changed in the onRepeat\n\n tDur = this._tDur;\n\n if (doesWrap) {\n this._lock = 2;\n prevTime = rewinding ? dur : -0.0001;\n this.render(prevTime, true);\n this.vars.repeatRefresh && !isYoyo && this.invalidate();\n }\n\n this._lock = 0;\n\n if (!this._ts && !prevPaused) {\n return this;\n } //in order for yoyoEase to work properly when there's a stagger, we must swap out the ease in each sub-tween.\n\n\n _propagateYoyoEase(this, isYoyo);\n }\n }\n\n if (this._hasPause && !this._forcing && this._lock < 2) {\n pauseTween = _findNextPauseTween(this, _round(prevTime), _round(time));\n\n if (pauseTween) {\n tTime -= time - (time = pauseTween._start);\n }\n }\n\n this._tTime = tTime;\n this._time = time;\n this._act = !timeScale; //as long as it's not paused, force it to be active so that if the user renders independent of the parent timeline, it'll be forced to re-render on the next tick.\n\n if (!this._initted) {\n this._onUpdate = this.vars.onUpdate;\n this._initted = 1;\n this._zTime = totalTime;\n prevTime = 0; // upon init, the playhead should always go forward; someone could invalidate() a completed timeline and then if they restart(), that would make child tweens render in reverse order which could lock in the wrong starting values if they build on each other, like tl.to(obj, {x: 100}).to(obj, {x: 0}).\n }\n\n if (!prevTime && time && !suppressEvents) {\n _callback(this, \"onStart\");\n\n if (this._tTime !== tTime) {\n // in case the onStart triggered a render at a different spot, eject. Like if someone did animation.pause(0.5) or something inside the onStart.\n return this;\n }\n }\n\n if (time >= prevTime && totalTime >= 0) {\n child = this._first;\n\n while (child) {\n next = child._next;\n\n if ((child._act || time >= child._start) && child._ts && pauseTween !== child) {\n if (child.parent !== this) {\n // an extreme edge case - the child's render could do something like kill() the \"next\" one in the linked list, or reparent it. In that case we must re-initiate the whole render to be safe.\n return this.render(totalTime, suppressEvents, force);\n }\n\n child.render(child._ts > 0 ? (time - child._start) * child._ts : (child._dirty ? child.totalDuration() : child._tDur) + (time - child._start) * child._ts, suppressEvents, force);\n\n if (time !== this._time || !this._ts && !prevPaused) {\n //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n pauseTween = 0;\n next && (tTime += this._zTime = -_tinyNum); // it didn't finish rendering, so flag zTime as negative so that so that the next time render() is called it'll be forced (to render any remaining children)\n\n break;\n }\n }\n\n child = next;\n }\n } else {\n child = this._last;\n var adjustedTime = totalTime < 0 ? totalTime : time; //when the playhead goes backward beyond the start of this timeline, we must pass that information down to the child animations so that zero-duration tweens know whether to render their starting or ending values.\n\n while (child) {\n next = child._prev;\n\n if ((child._act || adjustedTime <= child._end) && child._ts && pauseTween !== child) {\n if (child.parent !== this) {\n // an extreme edge case - the child's render could do something like kill() the \"next\" one in the linked list, or reparent it. In that case we must re-initiate the whole render to be safe.\n return this.render(totalTime, suppressEvents, force);\n }\n\n child.render(child._ts > 0 ? (adjustedTime - child._start) * child._ts : (child._dirty ? child.totalDuration() : child._tDur) + (adjustedTime - child._start) * child._ts, suppressEvents, force);\n\n if (time !== this._time || !this._ts && !prevPaused) {\n //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n pauseTween = 0;\n next && (tTime += this._zTime = adjustedTime ? -_tinyNum : _tinyNum); // it didn't finish rendering, so adjust zTime so that so that the next time render() is called it'll be forced (to render any remaining children)\n\n break;\n }\n }\n\n child = next;\n }\n }\n\n if (pauseTween && !suppressEvents) {\n this.pause();\n pauseTween.render(time >= prevTime ? 0 : -_tinyNum)._zTime = time >= prevTime ? 1 : -1;\n\n if (this._ts) {\n //the callback resumed playback! So since we may have held back the playhead due to where the pause is positioned, go ahead and jump to where it's SUPPOSED to be (if no pause happened).\n this._start = prevStart; //if the pause was at an earlier time and the user resumed in the callback, it could reposition the timeline (changing its startTime), throwing things off slightly, so we make sure the _start doesn't shift.\n\n _setEnd(this);\n\n return this.render(totalTime, suppressEvents, force);\n }\n }\n\n this._onUpdate && !suppressEvents && _callback(this, \"onUpdate\", true);\n if (tTime === tDur && tDur >= this.totalDuration() || !tTime && prevTime) if (prevStart === this._start || Math.abs(timeScale) !== Math.abs(this._ts)) if (!this._lock) {\n (totalTime || !dur) && (tTime === tDur && this._ts > 0 || !tTime && this._ts < 0) && _removeFromParent(this, 1); // don't remove if the timeline is reversed and the playhead isn't at 0, otherwise tl.progress(1).reverse() won't work. Only remove if the playhead is at the end and timeScale is positive, or if the playhead is at 0 and the timeScale is negative.\n\n if (!suppressEvents && !(totalTime < 0 && !prevTime) && (tTime || prevTime || !tDur)) {\n _callback(this, tTime === tDur && totalTime >= 0 ? \"onComplete\" : \"onReverseComplete\", true);\n\n this._prom && !(tTime < tDur && this.timeScale() > 0) && this._prom();\n }\n }\n }\n\n return this;\n };\n\n _proto2.add = function add(child, position) {\n var _this2 = this;\n\n _isNumber(position) || (position = _parsePosition(this, position, child));\n\n if (!(child instanceof Animation)) {\n if (_isArray(child)) {\n child.forEach(function (obj) {\n return _this2.add(obj, position);\n });\n return this;\n }\n\n if (_isString(child)) {\n return this.addLabel(child, position);\n }\n\n if (_isFunction(child)) {\n child = Tween.delayedCall(0, child);\n } else {\n return this;\n }\n }\n\n return this !== child ? _addToTimeline(this, child, position) : this; //don't allow a timeline to be added to itself as a child!\n };\n\n _proto2.getChildren = function getChildren(nested, tweens, timelines, ignoreBeforeTime) {\n if (nested === void 0) {\n nested = true;\n }\n\n if (tweens === void 0) {\n tweens = true;\n }\n\n if (timelines === void 0) {\n timelines = true;\n }\n\n if (ignoreBeforeTime === void 0) {\n ignoreBeforeTime = -_bigNum;\n }\n\n var a = [],\n child = this._first;\n\n while (child) {\n if (child._start >= ignoreBeforeTime) {\n if (child instanceof Tween) {\n tweens && a.push(child);\n } else {\n timelines && a.push(child);\n nested && a.push.apply(a, child.getChildren(true, tweens, timelines));\n }\n }\n\n child = child._next;\n }\n\n return a;\n };\n\n _proto2.getById = function getById(id) {\n var animations = this.getChildren(1, 1, 1),\n i = animations.length;\n\n while (i--) {\n if (animations[i].vars.id === id) {\n return animations[i];\n }\n }\n };\n\n _proto2.remove = function remove(child) {\n if (_isString(child)) {\n return this.removeLabel(child);\n }\n\n if (_isFunction(child)) {\n return this.killTweensOf(child);\n }\n\n _removeLinkedListItem(this, child);\n\n if (child === this._recent) {\n this._recent = this._last;\n }\n\n return _uncache(this);\n };\n\n _proto2.totalTime = function totalTime(_totalTime2, suppressEvents) {\n if (!arguments.length) {\n return this._tTime;\n }\n\n this._forcing = 1;\n\n if (!this._dp && this._ts) {\n //special case for the global timeline (or any other that has no parent or detached parent).\n this._start = _round(_ticker.time - (this._ts > 0 ? _totalTime2 / this._ts : (this.totalDuration() - _totalTime2) / -this._ts));\n }\n\n _Animation.prototype.totalTime.call(this, _totalTime2, suppressEvents);\n\n this._forcing = 0;\n return this;\n };\n\n _proto2.addLabel = function addLabel(label, position) {\n this.labels[label] = _parsePosition(this, position);\n return this;\n };\n\n _proto2.removeLabel = function removeLabel(label) {\n delete this.labels[label];\n return this;\n };\n\n _proto2.addPause = function addPause(position, callback, params) {\n var t = Tween.delayedCall(0, callback || _emptyFunc, params);\n t.data = \"isPause\";\n this._hasPause = 1;\n return _addToTimeline(this, t, _parsePosition(this, position));\n };\n\n _proto2.removePause = function removePause(position) {\n var child = this._first;\n position = _parsePosition(this, position);\n\n while (child) {\n if (child._start === position && child.data === \"isPause\") {\n _removeFromParent(child);\n }\n\n child = child._next;\n }\n };\n\n _proto2.killTweensOf = function killTweensOf(targets, props, onlyActive) {\n var tweens = this.getTweensOf(targets, onlyActive),\n i = tweens.length;\n\n while (i--) {\n _overwritingTween !== tweens[i] && tweens[i].kill(targets, props);\n }\n\n return this;\n };\n\n _proto2.getTweensOf = function getTweensOf(targets, onlyActive) {\n var a = [],\n parsedTargets = toArray(targets),\n child = this._first,\n isGlobalTime = _isNumber(onlyActive),\n // a number is interpreted as a global time. If the animation spans\n children;\n\n while (child) {\n if (child instanceof Tween) {\n if (_arrayContainsAny(child._targets, parsedTargets) && (isGlobalTime ? (!_overwritingTween || child._initted && child._ts) && child.globalTime(0) <= onlyActive && child.globalTime(child.totalDuration()) > onlyActive : !onlyActive || child.isActive())) {\n // note: if this is for overwriting, it should only be for tweens that aren't paused and are initted.\n a.push(child);\n }\n } else if ((children = child.getTweensOf(parsedTargets, onlyActive)).length) {\n a.push.apply(a, children);\n }\n\n child = child._next;\n }\n\n return a;\n } // potential future feature - targets() on timelines\n // targets() {\n // \tlet result = [];\n // \tthis.getChildren(true, true, false).forEach(t => result.push(...t.targets()));\n // \treturn result.filter((v, i) => result.indexOf(v) === i);\n // }\n ;\n\n _proto2.tweenTo = function tweenTo(position, vars) {\n vars = vars || {};\n\n var tl = this,\n endTime = _parsePosition(tl, position),\n _vars = vars,\n startAt = _vars.startAt,\n _onStart = _vars.onStart,\n onStartParams = _vars.onStartParams,\n immediateRender = _vars.immediateRender,\n initted,\n tween = Tween.to(tl, _setDefaults({\n ease: vars.ease || \"none\",\n lazy: false,\n immediateRender: false,\n time: endTime,\n overwrite: \"auto\",\n duration: vars.duration || Math.abs((endTime - (startAt && \"time\" in startAt ? startAt.time : tl._time)) / tl.timeScale()) || _tinyNum,\n onStart: function onStart() {\n tl.pause();\n\n if (!initted) {\n var duration = vars.duration || Math.abs((endTime - (startAt && \"time\" in startAt ? startAt.time : tl._time)) / tl.timeScale());\n tween._dur !== duration && _setDuration(tween, duration, 0, 1).render(tween._time, true, true);\n initted = 1;\n }\n\n _onStart && _onStart.apply(tween, onStartParams || []); //in case the user had an onStart in the vars - we don't want to overwrite it.\n }\n }, vars));\n\n return immediateRender ? tween.render(0) : tween;\n };\n\n _proto2.tweenFromTo = function tweenFromTo(fromPosition, toPosition, vars) {\n return this.tweenTo(toPosition, _setDefaults({\n startAt: {\n time: _parsePosition(this, fromPosition)\n }\n }, vars));\n };\n\n _proto2.recent = function recent() {\n return this._recent;\n };\n\n _proto2.nextLabel = function nextLabel(afterTime) {\n if (afterTime === void 0) {\n afterTime = this._time;\n }\n\n return _getLabelInDirection(this, _parsePosition(this, afterTime));\n };\n\n _proto2.previousLabel = function previousLabel(beforeTime) {\n if (beforeTime === void 0) {\n beforeTime = this._time;\n }\n\n return _getLabelInDirection(this, _parsePosition(this, beforeTime), 1);\n };\n\n _proto2.currentLabel = function currentLabel(value) {\n return arguments.length ? this.seek(value, true) : this.previousLabel(this._time + _tinyNum);\n };\n\n _proto2.shiftChildren = function shiftChildren(amount, adjustLabels, ignoreBeforeTime) {\n if (ignoreBeforeTime === void 0) {\n ignoreBeforeTime = 0;\n }\n\n var child = this._first,\n labels = this.labels,\n p;\n\n while (child) {\n if (child._start >= ignoreBeforeTime) {\n child._start += amount;\n child._end += amount;\n }\n\n child = child._next;\n }\n\n if (adjustLabels) {\n for (p in labels) {\n if (labels[p] >= ignoreBeforeTime) {\n labels[p] += amount;\n }\n }\n }\n\n return _uncache(this);\n };\n\n _proto2.invalidate = function invalidate() {\n var child = this._first;\n this._lock = 0;\n\n while (child) {\n child.invalidate();\n child = child._next;\n }\n\n return _Animation.prototype.invalidate.call(this);\n };\n\n _proto2.clear = function clear(includeLabels) {\n if (includeLabels === void 0) {\n includeLabels = true;\n }\n\n var child = this._first,\n next;\n\n while (child) {\n next = child._next;\n this.remove(child);\n child = next;\n }\n\n this._dp && (this._time = this._tTime = this._pTime = 0);\n includeLabels && (this.labels = {});\n return _uncache(this);\n };\n\n _proto2.totalDuration = function totalDuration(value) {\n var max = 0,\n self = this,\n child = self._last,\n prevStart = _bigNum,\n prev,\n start,\n parent;\n\n if (arguments.length) {\n return self.timeScale((self._repeat < 0 ? self.duration() : self.totalDuration()) / (self.reversed() ? -value : value));\n }\n\n if (self._dirty) {\n parent = self.parent;\n\n while (child) {\n prev = child._prev; //record it here in case the tween changes position in the sequence...\n\n child._dirty && child.totalDuration(); //could change the tween._startTime, so make sure the animation's cache is clean before analyzing it.\n\n start = child._start;\n\n if (start > prevStart && self._sort && child._ts && !self._lock) {\n //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence\n self._lock = 1; //prevent endless recursive calls - there are methods that get triggered that check duration/totalDuration when we add().\n\n _addToTimeline(self, child, start - child._delay, 1)._lock = 0;\n } else {\n prevStart = start;\n }\n\n if (start < 0 && child._ts) {\n //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found.\n max -= start;\n\n if (!parent && !self._dp || parent && parent.smoothChildTiming) {\n self._start += start / self._ts;\n self._time -= start;\n self._tTime -= start;\n }\n\n self.shiftChildren(-start, false, -1e999);\n prevStart = 0;\n }\n\n child._end > max && child._ts && (max = child._end);\n child = prev;\n }\n\n _setDuration(self, self === _globalTimeline && self._time > max ? self._time : max, 1, 1);\n\n self._dirty = 0;\n }\n\n return self._tDur;\n };\n\n Timeline.updateRoot = function updateRoot(time) {\n if (_globalTimeline._ts) {\n _lazySafeRender(_globalTimeline, _parentToChildTotalTime(time, _globalTimeline));\n\n _lastRenderedFrame = _ticker.frame;\n }\n\n if (_ticker.frame >= _nextGCFrame) {\n _nextGCFrame += _config.autoSleep || 120;\n var child = _globalTimeline._first;\n if (!child || !child._ts) if (_config.autoSleep && _ticker._listeners.length < 2) {\n while (child && !child._ts) {\n child = child._next;\n }\n\n child || _ticker.sleep();\n }\n }\n };\n\n return Timeline;\n}(Animation);\n\n_setDefaults(Timeline.prototype, {\n _lock: 0,\n _hasPause: 0,\n _forcing: 0\n});\n\nvar _addComplexStringPropTween = function _addComplexStringPropTween(target, prop, start, end, setter, stringFilter, funcParam) {\n //note: we call _addComplexStringPropTween.call(tweenInstance...) to ensure that it's scoped properly. We may call it from within a plugin too, thus \"this\" would refer to the plugin.\n var pt = new PropTween(this._pt, target, prop, 0, 1, _renderComplexString, null, setter),\n index = 0,\n matchIndex = 0,\n result,\n startNums,\n color,\n endNum,\n chunk,\n startNum,\n hasRandom,\n a;\n pt.b = start;\n pt.e = end;\n start += \"\"; //ensure values are strings\n\n end += \"\";\n\n if (hasRandom = ~end.indexOf(\"random(\")) {\n end = _replaceRandom(end);\n }\n\n if (stringFilter) {\n a = [start, end];\n stringFilter(a, target, prop); //pass an array with the starting and ending values and let the filter do whatever it needs to the values.\n\n start = a[0];\n end = a[1];\n }\n\n startNums = start.match(_complexStringNumExp) || [];\n\n while (result = _complexStringNumExp.exec(end)) {\n endNum = result[0];\n chunk = end.substring(index, result.index);\n\n if (color) {\n color = (color + 1) % 5;\n } else if (chunk.substr(-5) === \"rgba(\") {\n color = 1;\n }\n\n if (endNum !== startNums[matchIndex++]) {\n startNum = parseFloat(startNums[matchIndex - 1]) || 0; //these nested PropTweens are handled in a special way - we'll never actually call a render or setter method on them. We'll just loop through them in the parent complex string PropTween's render method.\n\n pt._pt = {\n _next: pt._pt,\n p: chunk || matchIndex === 1 ? chunk : \",\",\n //note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.\n s: startNum,\n c: endNum.charAt(1) === \"=\" ? parseFloat(endNum.substr(2)) * (endNum.charAt(0) === \"-\" ? -1 : 1) : parseFloat(endNum) - startNum,\n m: color && color < 4 ? Math.round : 0\n };\n index = _complexStringNumExp.lastIndex;\n }\n }\n\n pt.c = index < end.length ? end.substring(index, end.length) : \"\"; //we use the \"c\" of the PropTween to store the final part of the string (after the last number)\n\n pt.fp = funcParam;\n\n if (_relExp.test(end) || hasRandom) {\n pt.e = 0; //if the end string contains relative values or dynamic random(...) values, delete the end it so that on the final render we don't actually set it to the string with += or -= characters (forces it to use the calculated value).\n }\n\n this._pt = pt; //start the linked list with this new PropTween. Remember, we call _addComplexStringPropTween.call(tweenInstance...) to ensure that it's scoped properly. We may call it from within a plugin too, thus \"this\" would refer to the plugin.\n\n return pt;\n},\n _addPropTween = function _addPropTween(target, prop, start, end, index, targets, modifier, stringFilter, funcParam) {\n _isFunction(end) && (end = end(index || 0, target, targets));\n var currentValue = target[prop],\n parsedStart = start !== \"get\" ? start : !_isFunction(currentValue) ? currentValue : funcParam ? target[prop.indexOf(\"set\") || !_isFunction(target[\"get\" + prop.substr(3)]) ? prop : \"get\" + prop.substr(3)](funcParam) : target[prop](),\n setter = !_isFunction(currentValue) ? _setterPlain : funcParam ? _setterFuncWithParam : _setterFunc,\n pt;\n\n if (_isString(end)) {\n if (~end.indexOf(\"random(\")) {\n end = _replaceRandom(end);\n }\n\n if (end.charAt(1) === \"=\") {\n pt = parseFloat(parsedStart) + parseFloat(end.substr(2)) * (end.charAt(0) === \"-\" ? -1 : 1) + (getUnit(parsedStart) || 0);\n\n if (pt || pt === 0) {\n // to avoid isNaN, like if someone passes in a value like \"!= whatever\"\n end = pt;\n }\n }\n }\n\n if (parsedStart !== end) {\n if (!isNaN(parsedStart * end) && end !== \"\") {\n // fun fact: any number multiplied by \"\" is evaluated as the number 0!\n pt = new PropTween(this._pt, target, prop, +parsedStart || 0, end - (parsedStart || 0), typeof currentValue === \"boolean\" ? _renderBoolean : _renderPlain, 0, setter);\n funcParam && (pt.fp = funcParam);\n modifier && pt.modifier(modifier, this, target);\n return this._pt = pt;\n }\n\n !currentValue && !(prop in target) && _missingPlugin(prop, end);\n return _addComplexStringPropTween.call(this, target, prop, parsedStart, end, setter, stringFilter || _config.stringFilter, funcParam);\n }\n},\n //creates a copy of the vars object and processes any function-based values (putting the resulting values directly into the copy) as well as strings with \"random()\" in them. It does NOT process relative values.\n_processVars = function _processVars(vars, index, target, targets, tween) {\n _isFunction(vars) && (vars = _parseFuncOrString(vars, tween, index, target, targets));\n\n if (!_isObject(vars) || vars.style && vars.nodeType || _isArray(vars) || _isTypedArray(vars)) {\n return _isString(vars) ? _parseFuncOrString(vars, tween, index, target, targets) : vars;\n }\n\n var copy = {},\n p;\n\n for (p in vars) {\n copy[p] = _parseFuncOrString(vars[p], tween, index, target, targets);\n }\n\n return copy;\n},\n _checkPlugin = function _checkPlugin(property, vars, tween, index, target, targets) {\n var plugin, pt, ptLookup, i;\n\n if (_plugins[property] && (plugin = new _plugins[property]()).init(target, plugin.rawVars ? vars[property] : _processVars(vars[property], index, target, targets, tween), tween, index, targets) !== false) {\n tween._pt = pt = new PropTween(tween._pt, target, property, 0, 1, plugin.render, plugin, 0, plugin.priority);\n\n if (tween !== _quickTween) {\n ptLookup = tween._ptLookup[tween._targets.indexOf(target)]; //note: we can't use tween._ptLookup[index] because for staggered tweens, the index from the fullTargets array won't match what it is in each individual tween that spawns from the stagger.\n\n i = plugin._props.length;\n\n while (i--) {\n ptLookup[plugin._props[i]] = pt;\n }\n }\n }\n\n return plugin;\n},\n _overwritingTween,\n //store a reference temporarily so we can avoid overwriting itself.\n_initTween = function _initTween(tween, time) {\n var vars = tween.vars,\n ease = vars.ease,\n startAt = vars.startAt,\n immediateRender = vars.immediateRender,\n lazy = vars.lazy,\n onUpdate = vars.onUpdate,\n onUpdateParams = vars.onUpdateParams,\n callbackScope = vars.callbackScope,\n runBackwards = vars.runBackwards,\n yoyoEase = vars.yoyoEase,\n keyframes = vars.keyframes,\n autoRevert = vars.autoRevert,\n dur = tween._dur,\n prevStartAt = tween._startAt,\n targets = tween._targets,\n parent = tween.parent,\n fullTargets = parent && parent.data === \"nested\" ? parent.parent._targets : targets,\n autoOverwrite = tween._overwrite === \"auto\" && !_suppressOverwrites,\n tl = tween.timeline,\n cleanVars,\n i,\n p,\n pt,\n target,\n hasPriority,\n gsData,\n harness,\n plugin,\n ptLookup,\n index,\n harnessVars,\n overwritten;\n tl && (!keyframes || !ease) && (ease = \"none\");\n tween._ease = _parseEase(ease, _defaults.ease);\n tween._yEase = yoyoEase ? _invertEase(_parseEase(yoyoEase === true ? ease : yoyoEase, _defaults.ease)) : 0;\n\n if (yoyoEase && tween._yoyo && !tween._repeat) {\n //there must have been a parent timeline with yoyo:true that is currently in its yoyo phase, so flip the eases.\n yoyoEase = tween._yEase;\n tween._yEase = tween._ease;\n tween._ease = yoyoEase;\n }\n\n tween._from = !tl && !!vars.runBackwards; //nested timelines should never run backwards - the backwards-ness is in the child tweens.\n\n if (!tl) {\n //if there's an internal timeline, skip all the parsing because we passed that task down the chain.\n harness = targets[0] ? _getCache(targets[0]).harness : 0;\n harnessVars = harness && vars[harness.prop]; //someone may need to specify CSS-specific values AND non-CSS values, like if the element has an \"x\" property plus it's a standard DOM element. We allow people to distinguish by wrapping plugin-specific stuff in a css:{} object for example.\n\n cleanVars = _copyExcluding(vars, _reservedProps);\n prevStartAt && prevStartAt.render(-1, true).kill();\n\n if (startAt) {\n _removeFromParent(tween._startAt = Tween.set(targets, _setDefaults({\n data: \"isStart\",\n overwrite: false,\n parent: parent,\n immediateRender: true,\n lazy: _isNotFalse(lazy),\n startAt: null,\n delay: 0,\n onUpdate: onUpdate,\n onUpdateParams: onUpdateParams,\n callbackScope: callbackScope,\n stagger: 0\n }, startAt))); //copy the properties/values into a new object to avoid collisions, like var to = {x:0}, from = {x:500}; timeline.fromTo(e, from, to).fromTo(e, to, from);\n\n\n time < 0 && !immediateRender && !autoRevert && tween._startAt.render(-1, true); // rare edge case, like if a render is forced in the negative direction of a non-initted tween.\n\n if (immediateRender) {\n time > 0 && !autoRevert && (tween._startAt = 0); //tweens that render immediately (like most from() and fromTo() tweens) shouldn't revert when their parent timeline's playhead goes backward past the startTime because the initial render could have happened anytime and it shouldn't be directly correlated to this tween's startTime. Imagine setting up a complex animation where the beginning states of various objects are rendered immediately but the tween doesn't happen for quite some time - if we revert to the starting values as soon as the playhead goes backward past the tween's startTime, it will throw things off visually. Reversion should only happen in Timeline instances where immediateRender was false or when autoRevert is explicitly set to true.\n\n if (dur && time <= 0) {\n time && (tween._zTime = time);\n return; //we skip initialization here so that overwriting doesn't occur until the tween actually begins. Otherwise, if you create several immediateRender:true tweens of the same target/properties to drop into a Timeline, the last one created would overwrite the first ones because they didn't get placed into the timeline yet before the first render occurs and kicks in overwriting.\n } // if (time > 0) {\n // \tautoRevert || (tween._startAt = 0); //tweens that render immediately (like most from() and fromTo() tweens) shouldn't revert when their parent timeline's playhead goes backward past the startTime because the initial render could have happened anytime and it shouldn't be directly correlated to this tween's startTime. Imagine setting up a complex animation where the beginning states of various objects are rendered immediately but the tween doesn't happen for quite some time - if we revert to the starting values as soon as the playhead goes backward past the tween's startTime, it will throw things off visually. Reversion should only happen in Timeline instances where immediateRender was false or when autoRevert is explicitly set to true.\n // } else if (dur && !(time < 0 && prevStartAt)) {\n // \ttime && (tween._zTime = time);\n // \treturn; //we skip initialization here so that overwriting doesn't occur until the tween actually begins. Otherwise, if you create several immediateRender:true tweens of the same target/properties to drop into a Timeline, the last one created would overwrite the first ones because they didn't get placed into the timeline yet before the first render occurs and kicks in overwriting.\n // }\n\n } else if (autoRevert === false) {\n tween._startAt = 0;\n }\n } else if (runBackwards && dur) {\n //from() tweens must be handled uniquely: their beginning values must be rendered but we don't want overwriting to occur yet (when time is still 0). Wait until the tween actually begins before doing all the routines like overwriting. At that time, we should render at the END of the tween to ensure that things initialize correctly (remember, from() tweens go backwards)\n if (prevStartAt) {\n !autoRevert && (tween._startAt = 0);\n } else {\n time && (immediateRender = false); //in rare cases (like if a from() tween runs and then is invalidate()-ed), immediateRender could be true but the initial forced-render gets skipped, so there's no need to force the render in this context when the _time is greater than 0\n\n p = _setDefaults({\n overwrite: false,\n data: \"isFromStart\",\n //we tag the tween with as \"isFromStart\" so that if [inside a plugin] we need to only do something at the very END of a tween, we have a way of identifying this tween as merely the one that's setting the beginning values for a \"from()\" tween. For example, clearProps in CSSPlugin should only get applied at the very END of a tween and without this tag, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in.\n lazy: immediateRender && _isNotFalse(lazy),\n immediateRender: immediateRender,\n //zero-duration tweens render immediately by default, but if we're not specifically instructed to render this tween immediately, we should skip this and merely _init() to record the starting values (rendering them immediately would push them to completion which is wasteful in that case - we'd have to render(-1) immediately after)\n stagger: 0,\n parent: parent //ensures that nested tweens that had a stagger are handled properly, like gsap.from(\".class\", {y:gsap.utils.wrap([-100,100])})\n\n }, cleanVars);\n harnessVars && (p[harness.prop] = harnessVars); // in case someone does something like .from(..., {css:{}})\n\n _removeFromParent(tween._startAt = Tween.set(targets, p));\n\n time < 0 && tween._startAt.render(-1, true); // rare edge case, like if a render is forced in the negative direction of a non-initted from() tween.\n\n if (!immediateRender) {\n _initTween(tween._startAt, _tinyNum); //ensures that the initial values are recorded\n\n } else if (!time) {\n return;\n }\n }\n }\n\n tween._pt = 0;\n lazy = dur && _isNotFalse(lazy) || lazy && !dur;\n\n for (i = 0; i < targets.length; i++) {\n target = targets[i];\n gsData = target._gsap || _harness(targets)[i]._gsap;\n tween._ptLookup[i] = ptLookup = {};\n _lazyLookup[gsData.id] && _lazyTweens.length && _lazyRender(); //if other tweens of the same target have recently initted but haven't rendered yet, we've got to force the render so that the starting values are correct (imagine populating a timeline with a bunch of sequential tweens and then jumping to the end)\n\n index = fullTargets === targets ? i : fullTargets.indexOf(target);\n\n if (harness && (plugin = new harness()).init(target, harnessVars || cleanVars, tween, index, fullTargets) !== false) {\n tween._pt = pt = new PropTween(tween._pt, target, plugin.name, 0, 1, plugin.render, plugin, 0, plugin.priority);\n\n plugin._props.forEach(function (name) {\n ptLookup[name] = pt;\n });\n\n plugin.priority && (hasPriority = 1);\n }\n\n if (!harness || harnessVars) {\n for (p in cleanVars) {\n if (_plugins[p] && (plugin = _checkPlugin(p, cleanVars, tween, index, target, fullTargets))) {\n plugin.priority && (hasPriority = 1);\n } else {\n ptLookup[p] = pt = _addPropTween.call(tween, target, p, \"get\", cleanVars[p], index, fullTargets, 0, vars.stringFilter);\n }\n }\n }\n\n tween._op && tween._op[i] && tween.kill(target, tween._op[i]);\n\n if (autoOverwrite && tween._pt) {\n _overwritingTween = tween;\n\n _globalTimeline.killTweensOf(target, ptLookup, tween.globalTime(0)); //Also make sure the overwriting doesn't overwrite THIS tween!!!\n\n\n overwritten = !tween.parent;\n _overwritingTween = 0;\n }\n\n tween._pt && lazy && (_lazyLookup[gsData.id] = 1);\n }\n\n hasPriority && _sortPropTweensByPriority(tween);\n tween._onInit && tween._onInit(tween); //plugins like RoundProps must wait until ALL of the PropTweens are instantiated. In the plugin's init() function, it sets the _onInit on the tween instance. May not be pretty/intuitive, but it's fast and keeps file size down.\n }\n\n tween._onUpdate = onUpdate;\n tween._initted = (!tween._op || tween._pt) && !overwritten; // if overwrittenProps resulted in the entire tween being killed, do NOT flag it as initted or else it may render for one tick.\n},\n _addAliasesToVars = function _addAliasesToVars(targets, vars) {\n var harness = targets[0] ? _getCache(targets[0]).harness : 0,\n propertyAliases = harness && harness.aliases,\n copy,\n p,\n i,\n aliases;\n\n if (!propertyAliases) {\n return vars;\n }\n\n copy = _merge({}, vars);\n\n for (p in propertyAliases) {\n if (p in copy) {\n aliases = propertyAliases[p].split(\",\");\n i = aliases.length;\n\n while (i--) {\n copy[aliases[i]] = copy[p];\n }\n }\n }\n\n return copy;\n},\n _parseFuncOrString = function _parseFuncOrString(value, tween, i, target, targets) {\n return _isFunction(value) ? value.call(tween, i, target, targets) : _isString(value) && ~value.indexOf(\"random(\") ? _replaceRandom(value) : value;\n},\n _staggerTweenProps = _callbackNames + \"repeat,repeatDelay,yoyo,repeatRefresh,yoyoEase\",\n _staggerPropsToSkip = (_staggerTweenProps + \",id,stagger,delay,duration,paused,scrollTrigger\").split(\",\");\n/*\n * --------------------------------------------------------------------------------------\n * TWEEN\n * --------------------------------------------------------------------------------------\n */\n\n\nexport var Tween = /*#__PURE__*/function (_Animation2) {\n _inheritsLoose(Tween, _Animation2);\n\n function Tween(targets, vars, position, skipInherit) {\n var _this3;\n\n if (typeof vars === \"number\") {\n position.duration = vars;\n vars = position;\n position = null;\n }\n\n _this3 = _Animation2.call(this, skipInherit ? vars : _inheritDefaults(vars)) || this;\n var _this3$vars = _this3.vars,\n duration = _this3$vars.duration,\n delay = _this3$vars.delay,\n immediateRender = _this3$vars.immediateRender,\n stagger = _this3$vars.stagger,\n overwrite = _this3$vars.overwrite,\n keyframes = _this3$vars.keyframes,\n defaults = _this3$vars.defaults,\n scrollTrigger = _this3$vars.scrollTrigger,\n yoyoEase = _this3$vars.yoyoEase,\n parent = vars.parent || _globalTimeline,\n parsedTargets = (_isArray(targets) || _isTypedArray(targets) ? _isNumber(targets[0]) : \"length\" in vars) ? [targets] : toArray(targets),\n tl,\n i,\n copy,\n l,\n p,\n curTarget,\n staggerFunc,\n staggerVarsToMerge;\n _this3._targets = parsedTargets.length ? _harness(parsedTargets) : _warn(\"GSAP target \" + targets + \" not found. https://greensock.com\", !_config.nullTargetWarn) || [];\n _this3._ptLookup = []; //PropTween lookup. An array containing an object for each target, having keys for each tweening property\n\n _this3._overwrite = overwrite;\n\n if (keyframes || stagger || _isFuncOrString(duration) || _isFuncOrString(delay)) {\n vars = _this3.vars;\n tl = _this3.timeline = new Timeline({\n data: \"nested\",\n defaults: defaults || {}\n });\n tl.kill();\n tl.parent = tl._dp = _assertThisInitialized(_this3);\n tl._start = 0;\n\n if (keyframes) {\n _setDefaults(tl.vars.defaults, {\n ease: \"none\"\n });\n\n stagger ? parsedTargets.forEach(function (t, i) {\n return keyframes.forEach(function (frame, j) {\n return tl.to(t, frame, j ? \">\" : i * stagger);\n });\n }) : keyframes.forEach(function (frame) {\n return tl.to(parsedTargets, frame, \">\");\n });\n } else {\n l = parsedTargets.length;\n staggerFunc = stagger ? distribute(stagger) : _emptyFunc;\n\n if (_isObject(stagger)) {\n //users can pass in callbacks like onStart/onComplete in the stagger object. These should fire with each individual tween.\n for (p in stagger) {\n if (~_staggerTweenProps.indexOf(p)) {\n staggerVarsToMerge || (staggerVarsToMerge = {});\n staggerVarsToMerge[p] = stagger[p];\n }\n }\n }\n\n for (i = 0; i < l; i++) {\n copy = {};\n\n for (p in vars) {\n if (_staggerPropsToSkip.indexOf(p) < 0) {\n copy[p] = vars[p];\n }\n }\n\n copy.stagger = 0;\n yoyoEase && (copy.yoyoEase = yoyoEase);\n staggerVarsToMerge && _merge(copy, staggerVarsToMerge);\n curTarget = parsedTargets[i]; //don't just copy duration or delay because if they're a string or function, we'd end up in an infinite loop because _isFuncOrString() would evaluate as true in the child tweens, entering this loop, etc. So we parse the value straight from vars and default to 0.\n\n copy.duration = +_parseFuncOrString(duration, _assertThisInitialized(_this3), i, curTarget, parsedTargets);\n copy.delay = (+_parseFuncOrString(delay, _assertThisInitialized(_this3), i, curTarget, parsedTargets) || 0) - _this3._delay;\n\n if (!stagger && l === 1 && copy.delay) {\n // if someone does delay:\"random(1, 5)\", repeat:-1, for example, the delay shouldn't be inside the repeat.\n _this3._delay = delay = copy.delay;\n _this3._start += delay;\n copy.delay = 0;\n }\n\n tl.to(curTarget, copy, staggerFunc(i, curTarget, parsedTargets));\n }\n\n tl.duration() ? duration = delay = 0 : _this3.timeline = 0; // if the timeline's duration is 0, we don't need a timeline internally!\n }\n\n duration || _this3.duration(duration = tl.duration());\n } else {\n _this3.timeline = 0; //speed optimization, faster lookups (no going up the prototype chain)\n }\n\n if (overwrite === true && !_suppressOverwrites) {\n _overwritingTween = _assertThisInitialized(_this3);\n\n _globalTimeline.killTweensOf(parsedTargets);\n\n _overwritingTween = 0;\n }\n\n _addToTimeline(parent, _assertThisInitialized(_this3), position);\n\n vars.reversed && _this3.reverse();\n vars.paused && _this3.paused(true);\n\n if (immediateRender || !duration && !keyframes && _this3._start === _round(parent._time) && _isNotFalse(immediateRender) && _hasNoPausedAncestors(_assertThisInitialized(_this3)) && parent.data !== \"nested\") {\n _this3._tTime = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\n _this3.render(Math.max(0, -delay)); //in case delay is negative\n\n }\n\n scrollTrigger && _scrollTrigger(_assertThisInitialized(_this3), scrollTrigger);\n return _this3;\n }\n\n var _proto3 = Tween.prototype;\n\n _proto3.render = function render(totalTime, suppressEvents, force) {\n var prevTime = this._time,\n tDur = this._tDur,\n dur = this._dur,\n tTime = totalTime > tDur - _tinyNum && totalTime >= 0 ? tDur : totalTime < _tinyNum ? 0 : totalTime,\n time,\n pt,\n iteration,\n cycleDuration,\n prevIteration,\n isYoyo,\n ratio,\n timeline,\n yoyoEase;\n\n if (!dur) {\n _renderZeroDurationTween(this, totalTime, suppressEvents, force);\n } else if (tTime !== this._tTime || !totalTime || force || !this._initted && this._tTime || this._startAt && this._zTime < 0 !== totalTime < 0) {\n //this senses if we're crossing over the start time, in which case we must record _zTime and force the render, but we do it in this lengthy conditional way for performance reasons (usually we can skip the calculations): this._initted && (this._zTime < 0) !== (totalTime < 0)\n time = tTime;\n timeline = this.timeline;\n\n if (this._repeat) {\n //adjust the time for repeats and yoyos\n cycleDuration = dur + this._rDelay;\n\n if (this._repeat < -1 && totalTime < 0) {\n return this.totalTime(cycleDuration * 100 + totalTime, suppressEvents, force);\n }\n\n time = _round(tTime % cycleDuration); //round to avoid floating point errors. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)\n\n if (tTime === tDur) {\n // the tDur === tTime is for edge cases where there's a lengthy decimal on the duration and it may reach the very end but the time is rendered as not-quite-there (remember, tDur is rounded to 4 decimals whereas dur isn't)\n iteration = this._repeat;\n time = dur;\n } else {\n iteration = ~~(tTime / cycleDuration);\n\n if (iteration && iteration === tTime / cycleDuration) {\n time = dur;\n iteration--;\n }\n\n time > dur && (time = dur);\n }\n\n isYoyo = this._yoyo && iteration & 1;\n\n if (isYoyo) {\n yoyoEase = this._yEase;\n time = dur - time;\n }\n\n prevIteration = _animationCycle(this._tTime, cycleDuration);\n\n if (time === prevTime && !force && this._initted) {\n //could be during the repeatDelay part. No need to render and fire callbacks.\n return this;\n }\n\n if (iteration !== prevIteration) {\n timeline && this._yEase && _propagateYoyoEase(timeline, isYoyo); //repeatRefresh functionality\n\n if (this.vars.repeatRefresh && !isYoyo && !this._lock) {\n this._lock = force = 1; //force, otherwise if lazy is true, the _attemptInitTween() will return and we'll jump out and get caught bouncing on each tick.\n\n this.render(_round(cycleDuration * iteration), true).invalidate()._lock = 0;\n }\n }\n }\n\n if (!this._initted) {\n if (_attemptInitTween(this, totalTime < 0 ? totalTime : time, force, suppressEvents)) {\n this._tTime = 0; // in constructor if immediateRender is true, we set _tTime to -_tinyNum to have the playhead cross the starting point but we can't leave _tTime as a negative number.\n\n return this;\n }\n\n if (dur !== this._dur) {\n // while initting, a plugin like InertiaPlugin might alter the duration, so rerun from the start to ensure everything renders as it should.\n return this.render(totalTime, suppressEvents, force);\n }\n }\n\n this._tTime = tTime;\n this._time = time;\n\n if (!this._act && this._ts) {\n this._act = 1; //as long as it's not paused, force it to be active so that if the user renders independent of the parent timeline, it'll be forced to re-render on the next tick.\n\n this._lazy = 0;\n }\n\n this.ratio = ratio = (yoyoEase || this._ease)(time / dur);\n\n if (this._from) {\n this.ratio = ratio = 1 - ratio;\n }\n\n if (time && !prevTime && !suppressEvents) {\n _callback(this, \"onStart\");\n\n if (this._tTime !== tTime) {\n // in case the onStart triggered a render at a different spot, eject. Like if someone did animation.pause(0.5) or something inside the onStart.\n return this;\n }\n }\n\n pt = this._pt;\n\n while (pt) {\n pt.r(ratio, pt.d);\n pt = pt._next;\n }\n\n timeline && timeline.render(totalTime < 0 ? totalTime : !time && isYoyo ? -_tinyNum : timeline._dur * ratio, suppressEvents, force) || this._startAt && (this._zTime = totalTime);\n\n if (this._onUpdate && !suppressEvents) {\n totalTime < 0 && this._startAt && this._startAt.render(totalTime, true, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\n _callback(this, \"onUpdate\");\n }\n\n this._repeat && iteration !== prevIteration && this.vars.onRepeat && !suppressEvents && this.parent && _callback(this, \"onRepeat\");\n\n if ((tTime === this._tDur || !tTime) && this._tTime === tTime) {\n totalTime < 0 && this._startAt && !this._onUpdate && this._startAt.render(totalTime, true, true);\n (totalTime || !dur) && (tTime === this._tDur && this._ts > 0 || !tTime && this._ts < 0) && _removeFromParent(this, 1); // don't remove if we're rendering at exactly a time of 0, as there could be autoRevert values that should get set on the next tick (if the playhead goes backward beyond the startTime, negative totalTime). Don't remove if the timeline is reversed and the playhead isn't at 0, otherwise tl.progress(1).reverse() won't work. Only remove if the playhead is at the end and timeScale is positive, or if the playhead is at 0 and the timeScale is negative.\n\n if (!suppressEvents && !(totalTime < 0 && !prevTime) && (tTime || prevTime)) {\n // if prevTime and tTime are zero, we shouldn't fire the onReverseComplete. This could happen if you gsap.to(... {paused:true}).play();\n _callback(this, tTime === tDur ? \"onComplete\" : \"onReverseComplete\", true);\n\n this._prom && !(tTime < tDur && this.timeScale() > 0) && this._prom();\n }\n }\n }\n\n return this;\n };\n\n _proto3.targets = function targets() {\n return this._targets;\n };\n\n _proto3.invalidate = function invalidate() {\n this._pt = this._op = this._startAt = this._onUpdate = this._lazy = this.ratio = 0;\n this._ptLookup = [];\n this.timeline && this.timeline.invalidate();\n return _Animation2.prototype.invalidate.call(this);\n };\n\n _proto3.kill = function kill(targets, vars) {\n if (vars === void 0) {\n vars = \"all\";\n }\n\n if (!targets && (!vars || vars === \"all\")) {\n this._lazy = this._pt = 0;\n return this.parent ? _interrupt(this) : this;\n }\n\n if (this.timeline) {\n var tDur = this.timeline.totalDuration();\n this.timeline.killTweensOf(targets, vars, _overwritingTween && _overwritingTween.vars.overwrite !== true)._first || _interrupt(this); // if nothing is left tweening, interrupt.\n\n this.parent && tDur !== this.timeline.totalDuration() && _setDuration(this, this._dur * this.timeline._tDur / tDur, 0, 1); // if a nested tween is killed that changes the duration, it should affect this tween's duration. We must use the ratio, though, because sometimes the internal timeline is stretched like for keyframes where they don't all add up to whatever the parent tween's duration was set to.\n\n return this;\n }\n\n var parsedTargets = this._targets,\n killingTargets = targets ? toArray(targets) : parsedTargets,\n propTweenLookup = this._ptLookup,\n firstPT = this._pt,\n overwrittenProps,\n curLookup,\n curOverwriteProps,\n props,\n p,\n pt,\n i;\n\n if ((!vars || vars === \"all\") && _arraysMatch(parsedTargets, killingTargets)) {\n vars === \"all\" && (this._pt = 0);\n return _interrupt(this);\n }\n\n overwrittenProps = this._op = this._op || [];\n\n if (vars !== \"all\") {\n //so people can pass in a comma-delimited list of property names\n if (_isString(vars)) {\n p = {};\n\n _forEachName(vars, function (name) {\n return p[name] = 1;\n });\n\n vars = p;\n }\n\n vars = _addAliasesToVars(parsedTargets, vars);\n }\n\n i = parsedTargets.length;\n\n while (i--) {\n if (~killingTargets.indexOf(parsedTargets[i])) {\n curLookup = propTweenLookup[i];\n\n if (vars === \"all\") {\n overwrittenProps[i] = vars;\n props = curLookup;\n curOverwriteProps = {};\n } else {\n curOverwriteProps = overwrittenProps[i] = overwrittenProps[i] || {};\n props = vars;\n }\n\n for (p in props) {\n pt = curLookup && curLookup[p];\n\n if (pt) {\n if (!(\"kill\" in pt.d) || pt.d.kill(p) === true) {\n _removeLinkedListItem(this, pt, \"_pt\");\n }\n\n delete curLookup[p];\n }\n\n if (curOverwriteProps !== \"all\") {\n curOverwriteProps[p] = 1;\n }\n }\n }\n }\n\n this._initted && !this._pt && firstPT && _interrupt(this); //if all tweening properties are killed, kill the tween. Without this line, if there's a tween with multiple targets and then you killTweensOf() each target individually, the tween would technically still remain active and fire its onComplete even though there aren't any more properties tweening.\n\n return this;\n };\n\n Tween.to = function to(targets, vars) {\n return new Tween(targets, vars, arguments[2]);\n };\n\n Tween.from = function from(targets, vars) {\n return _createTweenType(1, arguments);\n };\n\n Tween.delayedCall = function delayedCall(delay, callback, params, scope) {\n return new Tween(callback, 0, {\n immediateRender: false,\n lazy: false,\n overwrite: false,\n delay: delay,\n onComplete: callback,\n onReverseComplete: callback,\n onCompleteParams: params,\n onReverseCompleteParams: params,\n callbackScope: scope\n });\n };\n\n Tween.fromTo = function fromTo(targets, fromVars, toVars) {\n return _createTweenType(2, arguments);\n };\n\n Tween.set = function set(targets, vars) {\n vars.duration = 0;\n vars.repeatDelay || (vars.repeat = 0);\n return new Tween(targets, vars);\n };\n\n Tween.killTweensOf = function killTweensOf(targets, props, onlyActive) {\n return _globalTimeline.killTweensOf(targets, props, onlyActive);\n };\n\n return Tween;\n}(Animation);\n\n_setDefaults(Tween.prototype, {\n _targets: [],\n _lazy: 0,\n _startAt: 0,\n _op: 0,\n _onInit: 0\n}); //add the pertinent timeline methods to Tween instances so that users can chain conveniently and create a timeline automatically. (removed due to concerns that it'd ultimately add to more confusion especially for beginners)\n// _forEachName(\"to,from,fromTo,set,call,add,addLabel,addPause\", name => {\n// \tTween.prototype[name] = function() {\n// \t\tlet tl = new Timeline();\n// \t\treturn _addToTimeline(tl, this)[name].apply(tl, toArray(arguments));\n// \t}\n// });\n//for backward compatibility. Leverage the timeline calls.\n\n\n_forEachName(\"staggerTo,staggerFrom,staggerFromTo\", function (name) {\n Tween[name] = function () {\n var tl = new Timeline(),\n params = _slice.call(arguments, 0);\n\n params.splice(name === \"staggerFromTo\" ? 5 : 4, 0, 0);\n return tl[name].apply(tl, params);\n };\n});\n/*\n * --------------------------------------------------------------------------------------\n * PROPTWEEN\n * --------------------------------------------------------------------------------------\n */\n\n\nvar _setterPlain = function _setterPlain(target, property, value) {\n return target[property] = value;\n},\n _setterFunc = function _setterFunc(target, property, value) {\n return target[property](value);\n},\n _setterFuncWithParam = function _setterFuncWithParam(target, property, value, data) {\n return target[property](data.fp, value);\n},\n _setterAttribute = function _setterAttribute(target, property, value) {\n return target.setAttribute(property, value);\n},\n _getSetter = function _getSetter(target, property) {\n return _isFunction(target[property]) ? _setterFunc : _isUndefined(target[property]) && target.setAttribute ? _setterAttribute : _setterPlain;\n},\n _renderPlain = function _renderPlain(ratio, data) {\n return data.set(data.t, data.p, Math.round((data.s + data.c * ratio) * 1000000) / 1000000, data);\n},\n _renderBoolean = function _renderBoolean(ratio, data) {\n return data.set(data.t, data.p, !!(data.s + data.c * ratio), data);\n},\n _renderComplexString = function _renderComplexString(ratio, data) {\n var pt = data._pt,\n s = \"\";\n\n if (!ratio && data.b) {\n //b = beginning string\n s = data.b;\n } else if (ratio === 1 && data.e) {\n //e = ending string\n s = data.e;\n } else {\n while (pt) {\n s = pt.p + (pt.m ? pt.m(pt.s + pt.c * ratio) : Math.round((pt.s + pt.c * ratio) * 10000) / 10000) + s; //we use the \"p\" property for the text inbetween (like a suffix). And in the context of a complex string, the modifier (m) is typically just Math.round(), like for RGB colors.\n\n pt = pt._next;\n }\n\n s += data.c; //we use the \"c\" of the PropTween to store the final chunk of non-numeric text.\n }\n\n data.set(data.t, data.p, s, data);\n},\n _renderPropTweens = function _renderPropTweens(ratio, data) {\n var pt = data._pt;\n\n while (pt) {\n pt.r(ratio, pt.d);\n pt = pt._next;\n }\n},\n _addPluginModifier = function _addPluginModifier(modifier, tween, target, property) {\n var pt = this._pt,\n next;\n\n while (pt) {\n next = pt._next;\n pt.p === property && pt.modifier(modifier, tween, target);\n pt = next;\n }\n},\n _killPropTweensOf = function _killPropTweensOf(property) {\n var pt = this._pt,\n hasNonDependentRemaining,\n next;\n\n while (pt) {\n next = pt._next;\n\n if (pt.p === property && !pt.op || pt.op === property) {\n _removeLinkedListItem(this, pt, \"_pt\");\n } else if (!pt.dep) {\n hasNonDependentRemaining = 1;\n }\n\n pt = next;\n }\n\n return !hasNonDependentRemaining;\n},\n _setterWithModifier = function _setterWithModifier(target, property, value, data) {\n data.mSet(target, property, data.m.call(data.tween, value, data.mt), data);\n},\n _sortPropTweensByPriority = function _sortPropTweensByPriority(parent) {\n var pt = parent._pt,\n next,\n pt2,\n first,\n last; //sorts the PropTween linked list in order of priority because some plugins need to do their work after ALL of the PropTweens were created (like RoundPropsPlugin and ModifiersPlugin)\n\n while (pt) {\n next = pt._next;\n pt2 = first;\n\n while (pt2 && pt2.pr > pt.pr) {\n pt2 = pt2._next;\n }\n\n if (pt._prev = pt2 ? pt2._prev : last) {\n pt._prev._next = pt;\n } else {\n first = pt;\n }\n\n if (pt._next = pt2) {\n pt2._prev = pt;\n } else {\n last = pt;\n }\n\n pt = next;\n }\n\n parent._pt = first;\n}; //PropTween key: t = target, p = prop, r = renderer, d = data, s = start, c = change, op = overwriteProperty (ONLY populated when it's different than p), pr = priority, _next/_prev for the linked list siblings, set = setter, m = modifier, mSet = modifierSetter (the original setter, before a modifier was added)\n\n\nexport var PropTween = /*#__PURE__*/function () {\n function PropTween(next, target, prop, start, change, renderer, data, setter, priority) {\n this.t = target;\n this.s = start;\n this.c = change;\n this.p = prop;\n this.r = renderer || _renderPlain;\n this.d = data || this;\n this.set = setter || _setterPlain;\n this.pr = priority || 0;\n this._next = next;\n\n if (next) {\n next._prev = this;\n }\n }\n\n var _proto4 = PropTween.prototype;\n\n _proto4.modifier = function modifier(func, tween, target) {\n this.mSet = this.mSet || this.set; //in case it was already set (a PropTween can only have one modifier)\n\n this.set = _setterWithModifier;\n this.m = func;\n this.mt = target; //modifier target\n\n this.tween = tween;\n };\n\n return PropTween;\n}(); //Initialization tasks\n\n_forEachName(_callbackNames + \"parent,duration,ease,delay,overwrite,runBackwards,startAt,yoyo,immediateRender,repeat,repeatDelay,data,paused,reversed,lazy,callbackScope,stringFilter,id,yoyoEase,stagger,inherit,repeatRefresh,keyframes,autoRevert,scrollTrigger\", function (name) {\n return _reservedProps[name] = 1;\n});\n\n_globals.TweenMax = _globals.TweenLite = Tween;\n_globals.TimelineLite = _globals.TimelineMax = Timeline;\n_globalTimeline = new Timeline({\n sortChildren: false,\n defaults: _defaults,\n autoRemoveChildren: true,\n id: \"root\",\n smoothChildTiming: true\n});\n_config.stringFilter = _colorStringFilter;\n/*\n * --------------------------------------------------------------------------------------\n * GSAP\n * --------------------------------------------------------------------------------------\n */\n\nvar _gsap = {\n registerPlugin: function registerPlugin() {\n for (var _len2 = arguments.length, args = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n args[_key2] = arguments[_key2];\n }\n\n args.forEach(function (config) {\n return _createPlugin(config);\n });\n },\n timeline: function timeline(vars) {\n return new Timeline(vars);\n },\n getTweensOf: function getTweensOf(targets, onlyActive) {\n return _globalTimeline.getTweensOf(targets, onlyActive);\n },\n getProperty: function getProperty(target, property, unit, uncache) {\n _isString(target) && (target = toArray(target)[0]); //in case selector text or an array is passed in\n\n var getter = _getCache(target || {}).get,\n format = unit ? _passThrough : _numericIfPossible;\n\n unit === \"native\" && (unit = \"\");\n return !target ? target : !property ? function (property, unit, uncache) {\n return format((_plugins[property] && _plugins[property].get || getter)(target, property, unit, uncache));\n } : format((_plugins[property] && _plugins[property].get || getter)(target, property, unit, uncache));\n },\n quickSetter: function quickSetter(target, property, unit) {\n target = toArray(target);\n\n if (target.length > 1) {\n var setters = target.map(function (t) {\n return gsap.quickSetter(t, property, unit);\n }),\n l = setters.length;\n return function (value) {\n var i = l;\n\n while (i--) {\n setters[i](value);\n }\n };\n }\n\n target = target[0] || {};\n\n var Plugin = _plugins[property],\n cache = _getCache(target),\n p = cache.harness && (cache.harness.aliases || {})[property] || property,\n // in case it's an alias, like \"rotate\" for \"rotation\".\n setter = Plugin ? function (value) {\n var p = new Plugin();\n _quickTween._pt = 0;\n p.init(target, unit ? value + unit : value, _quickTween, 0, [target]);\n p.render(1, p);\n _quickTween._pt && _renderPropTweens(1, _quickTween);\n } : cache.set(target, p);\n\n return Plugin ? setter : function (value) {\n return setter(target, p, unit ? value + unit : value, cache, 1);\n };\n },\n isTweening: function isTweening(targets) {\n return _globalTimeline.getTweensOf(targets, true).length > 0;\n },\n defaults: function defaults(value) {\n value && value.ease && (value.ease = _parseEase(value.ease, _defaults.ease));\n return _mergeDeep(_defaults, value || {});\n },\n config: function config(value) {\n return _mergeDeep(_config, value || {});\n },\n registerEffect: function registerEffect(_ref3) {\n var name = _ref3.name,\n effect = _ref3.effect,\n plugins = _ref3.plugins,\n defaults = _ref3.defaults,\n extendTimeline = _ref3.extendTimeline;\n (plugins || \"\").split(\",\").forEach(function (pluginName) {\n return pluginName && !_plugins[pluginName] && !_globals[pluginName] && _warn(name + \" effect requires \" + pluginName + \" plugin.\");\n });\n\n _effects[name] = function (targets, vars, tl) {\n return effect(toArray(targets), _setDefaults(vars || {}, defaults), tl);\n };\n\n if (extendTimeline) {\n Timeline.prototype[name] = function (targets, vars, position) {\n return this.add(_effects[name](targets, _isObject(vars) ? vars : (position = vars) && {}, this), position);\n };\n }\n },\n registerEase: function registerEase(name, ease) {\n _easeMap[name] = _parseEase(ease);\n },\n parseEase: function parseEase(ease, defaultEase) {\n return arguments.length ? _parseEase(ease, defaultEase) : _easeMap;\n },\n getById: function getById(id) {\n return _globalTimeline.getById(id);\n },\n exportRoot: function exportRoot(vars, includeDelayedCalls) {\n if (vars === void 0) {\n vars = {};\n }\n\n var tl = new Timeline(vars),\n child,\n next;\n tl.smoothChildTiming = _isNotFalse(vars.smoothChildTiming);\n\n _globalTimeline.remove(tl);\n\n tl._dp = 0; //otherwise it'll get re-activated when adding children and be re-introduced into _globalTimeline's linked list (then added to itself).\n\n tl._time = tl._tTime = _globalTimeline._time;\n child = _globalTimeline._first;\n\n while (child) {\n next = child._next;\n\n if (includeDelayedCalls || !(!child._dur && child instanceof Tween && child.vars.onComplete === child._targets[0])) {\n _addToTimeline(tl, child, child._start - child._delay);\n }\n\n child = next;\n }\n\n _addToTimeline(_globalTimeline, tl, 0);\n\n return tl;\n },\n utils: {\n wrap: wrap,\n wrapYoyo: wrapYoyo,\n distribute: distribute,\n random: random,\n snap: snap,\n normalize: normalize,\n getUnit: getUnit,\n clamp: clamp,\n splitColor: splitColor,\n toArray: toArray,\n selector: selector,\n mapRange: mapRange,\n pipe: pipe,\n unitize: unitize,\n interpolate: interpolate,\n shuffle: shuffle\n },\n install: _install,\n effects: _effects,\n ticker: _ticker,\n updateRoot: Timeline.updateRoot,\n plugins: _plugins,\n globalTimeline: _globalTimeline,\n core: {\n PropTween: PropTween,\n globals: _addGlobal,\n Tween: Tween,\n Timeline: Timeline,\n Animation: Animation,\n getCache: _getCache,\n _removeLinkedListItem: _removeLinkedListItem,\n suppressOverwrites: function suppressOverwrites(value) {\n return _suppressOverwrites = value;\n }\n }\n};\n\n_forEachName(\"to,from,fromTo,delayedCall,set,killTweensOf\", function (name) {\n return _gsap[name] = Tween[name];\n});\n\n_ticker.add(Timeline.updateRoot);\n\n_quickTween = _gsap.to({}, {\n duration: 0\n}); // ---- EXTRA PLUGINS --------------------------------------------------------\n\nvar _getPluginPropTween = function _getPluginPropTween(plugin, prop) {\n var pt = plugin._pt;\n\n while (pt && pt.p !== prop && pt.op !== prop && pt.fp !== prop) {\n pt = pt._next;\n }\n\n return pt;\n},\n _addModifiers = function _addModifiers(tween, modifiers) {\n var targets = tween._targets,\n p,\n i,\n pt;\n\n for (p in modifiers) {\n i = targets.length;\n\n while (i--) {\n pt = tween._ptLookup[i][p];\n\n if (pt && (pt = pt.d)) {\n if (pt._pt) {\n // is a plugin\n pt = _getPluginPropTween(pt, p);\n }\n\n pt && pt.modifier && pt.modifier(modifiers[p], tween, targets[i], p);\n }\n }\n }\n},\n _buildModifierPlugin = function _buildModifierPlugin(name, modifier) {\n return {\n name: name,\n rawVars: 1,\n //don't pre-process function-based values or \"random()\" strings.\n init: function init(target, vars, tween) {\n tween._onInit = function (tween) {\n var temp, p;\n\n if (_isString(vars)) {\n temp = {};\n\n _forEachName(vars, function (name) {\n return temp[name] = 1;\n }); //if the user passes in a comma-delimited list of property names to roundProps, like \"x,y\", we round to whole numbers.\n\n\n vars = temp;\n }\n\n if (modifier) {\n temp = {};\n\n for (p in vars) {\n temp[p] = modifier(vars[p]);\n }\n\n vars = temp;\n }\n\n _addModifiers(tween, vars);\n };\n }\n };\n}; //register core plugins\n\n\nexport var gsap = _gsap.registerPlugin({\n name: \"attr\",\n init: function init(target, vars, tween, index, targets) {\n var p, pt;\n\n for (p in vars) {\n pt = this.add(target, \"setAttribute\", (target.getAttribute(p) || 0) + \"\", vars[p], index, targets, 0, 0, p);\n pt && (pt.op = p);\n\n this._props.push(p);\n }\n }\n}, {\n name: \"endArray\",\n init: function init(target, value) {\n var i = value.length;\n\n while (i--) {\n this.add(target, i, target[i] || 0, value[i]);\n }\n }\n}, _buildModifierPlugin(\"roundProps\", _roundModifier), _buildModifierPlugin(\"modifiers\"), _buildModifierPlugin(\"snap\", snap)) || _gsap; //to prevent the core plugins from being dropped via aggressive tree shaking, we must include them in the variable declaration in this way.\n\nTween.version = Timeline.version = gsap.version = \"3.7.1\";\n_coreReady = 1;\n_windowExists() && _wake();\nvar Power0 = _easeMap.Power0,\n Power1 = _easeMap.Power1,\n Power2 = _easeMap.Power2,\n Power3 = _easeMap.Power3,\n Power4 = _easeMap.Power4,\n Linear = _easeMap.Linear,\n Quad = _easeMap.Quad,\n Cubic = _easeMap.Cubic,\n Quart = _easeMap.Quart,\n Quint = _easeMap.Quint,\n Strong = _easeMap.Strong,\n Elastic = _easeMap.Elastic,\n Back = _easeMap.Back,\n SteppedEase = _easeMap.SteppedEase,\n Bounce = _easeMap.Bounce,\n Sine = _easeMap.Sine,\n Expo = _easeMap.Expo,\n Circ = _easeMap.Circ;\nexport { Power0, Power1, Power2, Power3, Power4, Linear, Quad, Cubic, Quart, Quint, Strong, Elastic, Back, SteppedEase, Bounce, Sine, Expo, Circ };\nexport { Tween as TweenMax, Tween as TweenLite, Timeline as TimelineMax, Timeline as TimelineLite, gsap as default, wrap, wrapYoyo, distribute, random, snap, normalize, getUnit, clamp, splitColor, toArray, selector, mapRange, pipe, unitize, interpolate, shuffle }; //export some internal methods/orojects for use in CSSPlugin so that we can externalize that file and allow custom builds that exclude it.\n\nexport { _getProperty, _numExp, _numWithUnitExp, _isString, _isUndefined, _renderComplexString, _relExp, _setDefaults, _removeLinkedListItem, _forEachName, _sortPropTweensByPriority, _colorStringFilter, _replaceRandom, _checkPlugin, _plugins, _ticker, _config, _roundModifier, _round, _missingPlugin, _getSetter, _getCache, _colorExp };","import { gsap, Power0, Power1, Power2, Power3, Power4, Linear, Quad, Cubic, Quart, Quint, Strong, Elastic, Back, SteppedEase, Bounce, Sine, Expo, Circ, TweenLite, TimelineLite, TimelineMax } from \"./gsap-core.js\";\nimport { CSSPlugin } from \"./CSSPlugin.js\";\nvar gsapWithCSS = gsap.registerPlugin(CSSPlugin) || gsap,\n // to protect from tree shaking\nTweenMaxWithCSS = gsapWithCSS.core.Tween;\nexport { gsapWithCSS as gsap, gsapWithCSS as default, CSSPlugin, TweenMaxWithCSS as TweenMax, TweenLite, TimelineMax, TimelineLite, Power0, Power1, Power2, Power3, Power4, Linear, Quad, Cubic, Quart, Quint, Strong, Elastic, Back, SteppedEase, Bounce, Sine, Expo, Circ };","/*!\n * strings: 3.7.1\n * https://greensock.com\n *\n * Copyright 2008-2021, GreenSock. All rights reserved.\n * Subject to the terms at https://greensock.com/standard-license or for\n * Club GreenSock members, the agreement issued with that membership.\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nvar _trimExp = /(^\\s+|\\s+$)/g;\nexport var emojiExp = 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\uDD96\\uDE4C\\uDE4F\\uDEC0\\uDECC]|\\uD83E[\\uDD18-\\uDD1C\\uDD1E\\uDD1F\\uDD30-\\uDD36\\uDDD1-\\uDDD5])(?:\\uD83C[\\uDFFB-\\uDFFF])|\\uD83D\\uDC68(?:\\u200D(?:(?:(?:\\uD83D[\\uDC68\\uDC69])\\u200D)?\\uD83D\\uDC67|(?:(?:\\uD83D[\\uDC68\\uDC69])\\u200D)?\\uD83D\\uDC66)|\\uD83C[\\uDFFB-\\uDFFF])|(?:[\\u261D\\u26F9\\u270A-\\u270D]|\\uD83C[\\uDF85\\uDFC2-\\uDFC4\\uDFC7\\uDFCA-\\uDFCC]|\\uD83D[\\uDC42\\uDC43\\uDC46-\\uDC50\\uDC66-\\uDC69\\uDC6E\\uDC70-\\uDC78\\uDC7C\\uDC81-\\uDC83\\uDC85-\\uDC87\\uDCAA\\uDD74\\uDD75\\uDD7A\\uDD90\\uDD95\\uDD96\\uDE45-\\uDE47\\uDE4B-\\uDE4F\\uDEA3\\uDEB4-\\uDEB6\\uDEC0\\uDECC]|\\uD83E[\\uDD18-\\uDD1C\\uDD1E\\uDD1F\\uDD26\\uDD30-\\uDD39\\uDD3D\\uDD3E\\uDDD1-\\uDDDD])(?:\\uD83C[\\uDFFB-\\uDFFF])?|(?:[\\u231A\\u231B\\u23E9-\\u23EC\\u23F0\\u23F3\\u25FD\\u25FE\\u2614\\u2615\\u2648-\\u2653\\u267F\\u2693\\u26A1\\u26AA\\u26AB\\u26BD\\u26BE\\u26C4\\u26C5\\u26CE\\u26D4\\u26EA\\u26F2\\u26F3\\u26F5\\u26FA\\u26FD\\u2705\\u270A\\u270B\\u2728\\u274C\\u274E\\u2753-\\u2755\\u2757\\u2795-\\u2797\\u27B0\\u27BF\\u2B1B\\u2B1C\\u2B50\\u2B55]|\\uD83C[\\uDC04\\uDCCF\\uDD8E\\uDD91-\\uDD9A\\uDDE6-\\uDDFF\\uDE01\\uDE1A\\uDE2F\\uDE32-\\uDE36\\uDE38-\\uDE3A\\uDE50\\uDE51\\uDF00-\\uDF20\\uDF2D-\\uDF35\\uDF37-\\uDF7C\\uDF7E-\\uDF93\\uDFA0-\\uDFCA\\uDFCF-\\uDFD3\\uDFE0-\\uDFF0\\uDFF4\\uDFF8-\\uDFFF]|\\uD83D[\\uDC00-\\uDC3E\\uDC40\\uDC42-\\uDCFC\\uDCFF-\\uDD3D\\uDD4B-\\uDD4E\\uDD50-\\uDD67\\uDD7A\\uDD95\\uDD96\\uDDA4\\uDDFB-\\uDE4F\\uDE80-\\uDEC5\\uDECC\\uDED0-\\uDED2\\uDEEB\\uDEEC\\uDEF4-\\uDEF8]|\\uD83E[\\uDD10-\\uDD3A\\uDD3C-\\uDD3E\\uDD40-\\uDD45\\uDD47-\\uDD4C\\uDD50-\\uDD6B\\uDD80-\\uDD97\\uDDC0\\uDDD0-\\uDDE6])|(?:[#\\*0-9\\xA9\\xAE\\u203C\\u2049\\u2122\\u2139\\u2194-\\u2199\\u21A9\\u21AA\\u231A\\u231B\\u2328\\u23CF\\u23E9-\\u23F3\\u23F8-\\u23FA\\u24C2\\u25AA\\u25AB\\u25B6\\u25C0\\u25FB-\\u25FE\\u2600-\\u2604\\u260E\\u2611\\u2614\\u2615\\u2618\\u261D\\u2620\\u2622\\u2623\\u2626\\u262A\\u262E\\u262F\\u2638-\\u263A\\u2640\\u2642\\u2648-\\u2653\\u2660\\u2663\\u2665\\u2666\\u2668\\u267B\\u267F\\u2692-\\u2697\\u2699\\u269B\\u269C\\u26A0\\u26A1\\u26AA\\u26AB\\u26B0\\u26B1\\u26BD\\u26BE\\u26C4\\u26C5\\u26C8\\u26CE\\u26CF\\u26D1\\u26D3\\u26D4\\u26E9\\u26EA\\u26F0-\\u26F5\\u26F7-\\u26FA\\u26FD\\u2702\\u2705\\u2708-\\u270D\\u270F\\u2712\\u2714\\u2716\\u271D\\u2721\\u2728\\u2733\\u2734\\u2744\\u2747\\u274C\\u274E\\u2753-\\u2755\\u2757\\u2763\\u2764\\u2795-\\u2797\\u27A1\\u27B0\\u27BF\\u2934\\u2935\\u2B05-\\u2B07\\u2B1B\\u2B1C\\u2B50\\u2B55\\u3030\\u303D\\u3297\\u3299]|\\uD83C[\\uDC04\\uDCCF\\uDD70\\uDD71\\uDD7E\\uDD7F\\uDD8E\\uDD91-\\uDD9A\\uDDE6-\\uDDFF\\uDE01\\uDE02\\uDE1A\\uDE2F\\uDE32-\\uDE3A\\uDE50\\uDE51\\uDF00-\\uDF21\\uDF24-\\uDF93\\uDF96\\uDF97\\uDF99-\\uDF9B\\uDF9E-\\uDFF0\\uDFF3-\\uDFF5\\uDFF7-\\uDFFF]|\\uD83D[\\uDC00-\\uDCFD\\uDCFF-\\uDD3D\\uDD49-\\uDD4E\\uDD50-\\uDD67\\uDD6F\\uDD70\\uDD73-\\uDD7A\\uDD87\\uDD8A-\\uDD8D\\uDD90\\uDD95\\uDD96\\uDDA4\\uDDA5\\uDDA8\\uDDB1\\uDDB2\\uDDBC\\uDDC2-\\uDDC4\\uDDD1-\\uDDD3\\uDDDC-\\uDDDE\\uDDE1\\uDDE3\\uDDE8\\uDDEF\\uDDF3\\uDDFA-\\uDE4F\\uDE80-\\uDEC5\\uDECB-\\uDED2\\uDEE0-\\uDEE5\\uDEE9\\uDEEB\\uDEEC\\uDEF0\\uDEF3-\\uDEF8]|\\uD83E[\\uDD10-\\uDD3A\\uDD3C-\\uDD3E\\uDD40-\\uDD45\\uDD47-\\uDD4C\\uDD50-\\uDD6B\\uDD80-\\uDD97\\uDDC0\\uDDD0-\\uDDE6])\\uFE0F)/;\nexport function getText(e) {\n var type = e.nodeType,\n result = \"\";\n\n if (type === 1 || type === 9 || type === 11) {\n if (typeof e.textContent === \"string\") {\n return e.textContent;\n } else {\n for (e = e.firstChild; e; e = e.nextSibling) {\n result += getText(e);\n }\n }\n } else if (type === 3 || type === 4) {\n return e.nodeValue;\n }\n\n return result;\n}\nexport function splitInnerHTML(element, delimiter, trim) {\n var node = element.firstChild,\n result = [];\n\n while (node) {\n if (node.nodeType === 3) {\n result.push.apply(result, emojiSafeSplit((node.nodeValue + \"\").replace(/^\\n+/g, \"\").replace(/\\s+/g, \" \"), delimiter, trim));\n } else if ((node.nodeName + \"\").toLowerCase() === \"br\") {\n result[result.length - 1] += \"
\";\n } else {\n result.push(node.outerHTML);\n }\n\n node = node.nextSibling;\n }\n\n return result;\n}\n/*\n//smaller kb version that only handles the simpler emoji's, which is often perfectly adequate.\n\nlet _emoji = \"[\\uE000-\\uF8FF]|\\uD83C[\\uDC00-\\uDFFF]|\\uD83D[\\uDC00-\\uDFFF]|[\\u2694-\\u2697]|\\uD83E[\\uDD10-\\uDD5D]|[\\uD800-\\uDBFF][\\uDC00-\\uDFFF]\",\n\t_emojiExp = new RegExp(_emoji),\n\t_emojiAndCharsExp = new RegExp(_emoji + \"|.\", \"g\"),\n\t_emojiSafeSplit = (text, delimiter, trim) => {\n\t\tif (trim) {\n\t\t\ttext = text.replace(_trimExp, \"\");\n\t\t}\n\t\treturn ((delimiter === \"\" || !delimiter) && _emojiExp.test(text)) ? text.match(_emojiAndCharsExp) : text.split(delimiter || \"\");\n\t};\n */\n\nexport function emojiSafeSplit(text, delimiter, trim) {\n text += \"\"; // make sure it's cast as a string. Someone may pass in a number.\n\n if (trim) {\n text = text.replace(_trimExp, \"\");\n }\n\n if (delimiter && delimiter !== \"\") {\n return text.replace(/>/g, \">\").replace(/= 0xD800 && character.charCodeAt(0) <= 0xDBFF || text.charCodeAt(i + 1) >= 0xFE00 && text.charCodeAt(i + 1) <= 0xFE0F) {\n //special emoji characters use 2 or 4 unicode characters that we must keep together.\n j = ((text.substr(i, 12).split(emojiExp) || [])[1] || \"\").length || 2;\n character = text.substr(i, j);\n result.emoji = 1;\n i += j - 1;\n }\n\n result.push(character === \">\" ? \">\" : character === \"<\" ? \"<\" : character);\n }\n\n return result;\n}","export * from './isMobile';\nexport { default } from './isMobile';\n//# sourceMappingURL=index.js.map","var appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nexport default function isMobile(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n//# sourceMappingURL=isMobile.js.map","/*!\n * Cuberto Mouse Follower\n * https://cuberto.com/\n *\n * @version 1.1.2\n * @author Cuberto, Artem Dordzhiev (Draft)\n */\nvar MouseFollower = /*#__PURE__*/function () {\n /**\n * @typedef {Object} MouseFollowerOptions\n * @property {string|HTMLElement|null} [el] Existed cursor element.\n * @property {string|HTMLElement|null} [container] Cursor container.\n * @property {string} [className] Cursor root element class name.\n * @property {string} [innerClassName] Inner element class name.\n * @property {string} [textClassName] Text element class name.\n * @property {string} [mediaClassName] Media element class name.\n * @property {string} [mediaBoxClassName] Media inner element class name.\n * @property {string} [iconSvgClassName] SVG sprite class name.\n * @property {string} [iconSvgNamePrefix] SVG sprite icon class name prefix.\n * @property {string} [iconSvgSrc] SVG sprite source.\n * @property {string|null} [dataAttr] Name of data attribute for changing cursor state directly in HTML.\n * @property {string} [hiddenState] Hidden state name.\n * @property {string} [textState] Text state name.\n * @property {string} [iconState] Icon state name.\n * @property {string|null} [activeState] Active (mousedown) state name. Set false to disable.\n * @property {string} [mediaState] Media (image/video) state name.\n * @property {Object} [stateDetection] State detection rules.\n * @property {boolean} [visible] Is cursor visible by default.\n * @property {boolean} [visibleOnState] Automatically show/hide cursor when state added.\n * @property {number} [speed] Cursor movement speed.\n * @property {string} [ease] Timing function of cursor movement.\n * @property {boolean} [overwrite] Overwrite or remain cursor position when `mousemove` event happens.\n * @property {number} [skewing] Default skewing factor.\n * @property {number} [skewingText] Skewing effect factor in a text state.\n * @property {number} [skewingIcon] Skewing effect factor in a icon state.\n * @property {number} [skewingMedia] Skewing effect factor in a media (image/video) state.\n * @property {number} [skewingDelta] Skewing effect base delta.\n * @property {number} [skewingDeltaMax] Skew effect max delta.\n * @property {number} [stickDelta] Stick effect delta.\n * @property {number} [showTimeout] Delay before show.\n * @property {boolean} [hideOnLeave] Hide the cursor when mouse leave container.\n * @property {number} [hideTimeout] Delay before hiding. It should be equal to the CSS hide animation time.\n * @property {number[]} [initialPos] Array (x, y) of initial cursor position.\n */\n\n /**\n * Register GSAP animation library.\n *\n * @param {gsap} gsap GSAP library.\n */\n MouseFollower.registerGSAP = function registerGSAP(gsap) {\n MouseFollower.gsap = gsap;\n }\n /**\n * Create cursor instance.\n *\n * @param {MouseFollowerOptions} [options] Cursor options.\n */\n ;\n\n function MouseFollower(options) {\n if (options === void 0) {\n options = {};\n }\n\n /** @type {MouseFollowerOptions} **/\n this.options = Object.assign({}, {\n el: null,\n container: document.body,\n className: 'mf-cursor',\n innerClassName: 'mf-cursor-inner',\n textClassName: 'mf-cursor-text',\n mediaClassName: 'mf-cursor-media',\n mediaBoxClassName: 'mf-cursor-media-box',\n iconSvgClassName: 'mf-svgsprite',\n iconSvgNamePrefix: '-',\n iconSvgSrc: '',\n dataAttr: 'cursor',\n hiddenState: '-hidden',\n textState: '-text',\n iconState: '-icon',\n activeState: '-active',\n mediaState: '-media',\n stateDetection: {\n '-pointer': 'a,button'\n },\n visible: true,\n visibleOnState: false,\n speed: 0.55,\n ease: 'expo.out',\n overwrite: true,\n skewing: 0,\n skewingText: 2,\n skewingIcon: 2,\n skewingMedia: 2,\n skewingDelta: 0.001,\n skewingDeltaMax: 0.15,\n stickDelta: 0.15,\n showTimeout: 0,\n hideOnLeave: true,\n hideTimeout: 300,\n hideMediaTimeout: 300,\n initialPos: [-window.innerWidth, -window.innerHeight]\n }, options);\n if (this.options.visible && options.stateDetection == null) this.options.stateDetection['-hidden'] = 'iframe';\n this.gsap = MouseFollower.gsap || window.gsap;\n this.el = typeof this.options.el === 'string' ? document.querySelector(this.options.el) : this.options.el;\n this.container = typeof this.options.container === 'string' ? document.querySelector(this.options.container) : this.options.container;\n this.skewing = this.options.skewing;\n this.pos = {\n x: this.options.initialPos[0],\n y: this.options.initialPos[1]\n };\n this.vel = {\n x: 0,\n y: 0\n };\n this.event = {};\n this.events = [];\n this.init();\n }\n /**\n * Init cursor.\n */\n\n\n var _proto = MouseFollower.prototype;\n\n _proto.init = function init() {\n if (!this.el) this.create();\n this.createSetter();\n this.bind();\n this.render(true);\n this.ticker = this.render.bind(this, false);\n this.gsap.ticker.add(this.ticker);\n }\n /**\n * Create cursor DOM element and append to container.\n */\n ;\n\n _proto.create = function create() {\n this.el = document.createElement('div');\n this.el.className = this.options.className;\n this.el.classList.add(this.options.hiddenState);\n this.inner = document.createElement('div');\n this.inner.className = this.options.innerClassName;\n this.text = document.createElement('div');\n this.text.className = this.options.textClassName;\n this.media = document.createElement('div');\n this.media.className = this.options.mediaClassName;\n this.mediaBox = document.createElement('div');\n this.mediaBox.className = this.options.mediaBoxClassName;\n this.media.appendChild(this.mediaBox);\n this.inner.appendChild(this.media);\n this.inner.appendChild(this.text);\n this.el.appendChild(this.inner);\n this.container.appendChild(this.el);\n }\n /**\n * Create GSAP setters.\n */\n ;\n\n _proto.createSetter = function createSetter() {\n this.setter = {\n x: this.gsap.quickSetter(this.el, 'x', 'px'),\n y: this.gsap.quickSetter(this.el, 'y', 'px'),\n rotation: this.gsap.quickSetter(this.el, 'rotation', 'deg'),\n scaleX: this.gsap.quickSetter(this.el, 'scaleX'),\n scaleY: this.gsap.quickSetter(this.el, 'scaleY'),\n wc: this.gsap.quickSetter(this.el, 'willChange'),\n inner: {\n rotation: this.gsap.quickSetter(this.inner, 'rotation', 'deg')\n }\n };\n }\n /**\n * Create and attach events.\n */\n ;\n\n _proto.bind = function bind() {\n var _this = this;\n\n this.event.mouseleave = function () {\n return _this.hide();\n };\n\n this.event.mouseenter = function () {\n return _this.show();\n };\n\n this.event.mousedown = function () {\n return _this.addState(_this.options.activeState);\n };\n\n this.event.mouseup = function () {\n return _this.removeState(_this.options.activeState);\n };\n\n this.event.mousemoveOnce = function () {\n return _this.show();\n };\n\n this.event.mousemove = function (e) {\n _this.gsap.to(_this.pos, {\n x: _this.stick ? _this.stick.x - (_this.stick.x - e.clientX) * _this.options.stickDelta : e.clientX,\n y: _this.stick ? _this.stick.y - (_this.stick.y - e.clientY) * _this.options.stickDelta : e.clientY,\n overwrite: _this.options.overwrite,\n ease: _this.options.ease,\n duration: _this.visible ? _this.options.speed : 0,\n onUpdate: function onUpdate() {\n return _this.vel = {\n x: e.clientX - _this.pos.x,\n y: e.clientY - _this.pos.y\n };\n }\n });\n };\n\n this.event.mouseover = function (e) {\n for (var target = e.target; target && target !== _this.container; target = target.parentNode) {\n if (e.relatedTarget && target.contains(e.relatedTarget)) break;\n\n for (var state in _this.options.stateDetection) {\n if (target.matches(_this.options.stateDetection[state])) _this.addState(state);\n }\n\n if (_this.options.dataAttr) {\n var params = _this.getFromDataset(target);\n\n if (params.state) _this.addState(params.state);\n if (params.text) _this.setText(params.text);\n if (params.icon) _this.setIcon(params.icon);\n if (params.img) _this.setImg(params.img);\n if (params.video) _this.setVideo(params.video);\n if (typeof params.show !== 'undefined') _this.show();\n if (typeof params.stick !== 'undefined') _this.setStick(params.stick || target);\n }\n }\n };\n\n this.event.mouseout = function (e) {\n for (var target = e.target; target && target !== _this.container; target = target.parentNode) {\n if (e.relatedTarget && target.contains(e.relatedTarget)) break;\n\n for (var state in _this.options.stateDetection) {\n if (target.matches(_this.options.stateDetection[state])) _this.removeState(state);\n }\n\n if (_this.options.dataAttr) {\n var params = _this.getFromDataset(target);\n\n if (params.state) _this.removeState(params.state);\n if (params.text) _this.removeText();\n if (params.icon) _this.removeIcon();\n if (params.img) _this.removeImg();\n if (params.video) _this.removeVideo();\n if (typeof params.show !== 'undefined') _this.hide();\n if (typeof params.stick !== 'undefined') _this.removeStick();\n }\n }\n };\n\n if (this.options.hideOnLeave) {\n this.container.addEventListener('mouseleave', this.event.mouseleave, {\n passive: true\n });\n }\n\n if (this.options.visible) {\n this.container.addEventListener('mouseenter', this.event.mouseenter, {\n passive: true\n });\n }\n\n if (this.options.activeState) {\n this.container.addEventListener('mousedown', this.event.mousedown, {\n passive: true\n });\n this.container.addEventListener('mouseup', this.event.mouseup, {\n passive: true\n });\n }\n\n this.container.addEventListener('mousemove', this.event.mousemove, {\n passive: true\n });\n\n if (this.options.visible) {\n this.container.addEventListener('mousemove', this.event.mousemoveOnce, {\n passive: true,\n once: true\n });\n }\n\n if (this.options.stateDetection || this.options.dataAttr) {\n this.container.addEventListener('mouseover', this.event.mouseover, {\n passive: true\n });\n this.container.addEventListener('mouseout', this.event.mouseout, {\n passive: true\n });\n }\n }\n /**\n * Render the cursor in a new position.\n *\n * @param {boolean} [force=false] Force render.\n */\n ;\n\n _proto.render = function render(force) {\n if (force !== true && (this.vel.y === 0 || this.vel.x === 0)) {\n this.setter.wc('auto');\n return;\n }\n\n this.trigger('render');\n this.setter.wc('transform');\n this.setter.x(this.pos.x);\n this.setter.y(this.pos.y);\n\n if (this.skewing) {\n var distance = Math.sqrt(Math.pow(this.vel.x, 2) + Math.pow(this.vel.y, 2));\n var scale = Math.min(distance * this.options.skewingDelta, this.options.skewingDeltaMax) * this.skewing;\n var angle = Math.atan2(this.vel.y, this.vel.x) * 180 / Math.PI;\n this.setter.rotation(angle);\n this.setter.scaleX(1 + scale);\n this.setter.scaleY(1 - scale);\n this.setter.inner.rotation(-angle);\n }\n }\n /**\n * Show cursor.\n */\n ;\n\n _proto.show = function show() {\n var _this2 = this;\n\n this.trigger('show');\n clearInterval(this.visibleInt);\n this.visibleInt = setTimeout(function () {\n _this2.el.classList.remove(_this2.options.hiddenState);\n\n _this2.visible = true;\n\n _this2.render(true);\n }, this.options.showTimeout);\n }\n /**\n * Hide cursor.\n */\n ;\n\n _proto.hide = function hide() {\n var _this3 = this;\n\n this.trigger('hide');\n clearInterval(this.visibleInt);\n this.el.classList.add(this.options.hiddenState);\n this.visibleInt = setTimeout(function () {\n return _this3.visible = false;\n }, this.options.hideTimeout);\n }\n /**\n * Toggle cursor.\n *\n * @param {boolean} [force] Force state.\n */\n ;\n\n _proto.toggle = function toggle(force) {\n if (force === true || force !== false && !this.visible) {\n this.show();\n } else {\n this.hide();\n }\n }\n /**\n * Add state/states to the cursor.\n *\n * @param {string} state State name.\n */\n ;\n\n _proto.addState = function addState(state) {\n var _this$el$classList;\n\n this.trigger('addState', state);\n if (state === this.options.hiddenState) return this.hide();\n\n (_this$el$classList = this.el.classList).add.apply(_this$el$classList, state.split(' '));\n\n if (this.options.visibleOnState) this.show();\n }\n /**\n * Remove state/states from cursor.\n *\n * @param {string} state State name.\n */\n ;\n\n _proto.removeState = function removeState(state) {\n var _this$el$classList2;\n\n this.trigger('removeState', state);\n if (state === this.options.hiddenState) return this.show();\n\n (_this$el$classList2 = this.el.classList).remove.apply(_this$el$classList2, state.split(' '));\n\n if (this.options.visibleOnState && this.el.className === this.options.className) this.hide();\n }\n /**\n * Toggle cursor state.\n *\n * @param {string} state State name.\n * @param {boolean} [force] Force state.\n */\n ;\n\n _proto.toggleState = function toggleState(state, force) {\n if (force === true || force !== false && !this.el.classList.contains(state)) {\n this.addState(state);\n } else {\n this.removeState(state);\n }\n }\n /**\n * Set factor of skewing effect.\n *\n * @param {number} value Skewing factor.\n */\n ;\n\n _proto.setSkewing = function setSkewing(value) {\n this.gsap.to(this, {\n skewing: value\n });\n }\n /**\n * Reverts skewing factor to default.\n */\n ;\n\n _proto.removeSkewing = function removeSkewing() {\n this.gsap.to(this, {\n skewing: this.options.skewing\n });\n }\n /**\n * Stick cursor to the element.\n *\n * @param {string|HTMLElement} element Element or selector.\n */\n ;\n\n _proto.setStick = function setStick(element) {\n var el = typeof element === 'string' ? document.querySelector(element) : element;\n var rect = el.getBoundingClientRect();\n this.stick = {\n y: rect.top + rect.height / 2,\n x: rect.left + rect.width / 2\n };\n }\n /**\n * Unstick cursor from the element.\n */\n ;\n\n _proto.removeStick = function removeStick() {\n this.stick = false;\n }\n /**\n * Transform cursor to text mode with a given string.\n *\n * @param {string} text Text.\n */\n ;\n\n _proto.setText = function setText(text) {\n this.text.innerHTML = text;\n this.addState(this.options.textState);\n this.setSkewing(this.options.skewingText);\n }\n /**\n * Reverts cursor from text mode.\n */\n ;\n\n _proto.removeText = function removeText() {\n this.removeState(this.options.textState);\n this.removeSkewing();\n }\n /**\n * Transform cursor to svg icon mode.\n *\n * @param {string} name Icon identifier.\n * @param {string} [style=\"\"] Additional SVG styles.\n */\n ;\n\n _proto.setIcon = function setIcon(name, style) {\n if (style === void 0) {\n style = '';\n }\n\n this.text.innerHTML = \"\");\n this.addState(this.options.iconState);\n this.setSkewing(this.options.skewingIcon);\n }\n /**\n * Reverts cursor from icon mode.\n */\n ;\n\n _proto.removeIcon = function removeIcon() {\n this.removeState(this.options.iconState);\n this.removeSkewing();\n }\n /**\n * Transform cursor to media mode with a given element.\n *\n * @param {HTMLElement} element Element.\n */\n ;\n\n _proto.setMedia = function setMedia(element) {\n var _this4 = this;\n\n clearTimeout(this.mediaInt);\n\n if (element) {\n this.mediaBox.innerHTML = '';\n this.mediaBox.appendChild(element);\n }\n\n this.mediaInt = setTimeout(function () {\n return _this4.addState(_this4.options.mediaState);\n }, 20);\n this.setSkewing(this.options.skewingMedia);\n }\n /**\n * Revert cursor from media mode.\n */\n ;\n\n _proto.removeMedia = function removeMedia() {\n var _this5 = this;\n\n clearTimeout(this.mediaInt);\n this.removeState(this.options.mediaState);\n this.mediaInt = setTimeout(function () {\n return _this5.mediaBox.innerHTML = '';\n }, this.options.hideMediaTimeout);\n this.removeSkewing();\n }\n /**\n * Transform cursor to image mode.\n *\n * @param {string} url Image url.\n */\n ;\n\n _proto.setImg = function setImg(url) {\n if (!this.mediaImg) this.mediaImg = new Image();\n if (this.mediaImg.src !== url) this.mediaImg.src = url;\n this.setMedia(this.mediaImg);\n }\n /**\n * Reverts cursor from image mode.\n */\n ;\n\n _proto.removeImg = function removeImg() {\n this.removeMedia();\n }\n /**\n * Transform cursor to video mode.\n *\n * @param {string} url Video url.\n */\n ;\n\n _proto.setVideo = function setVideo(url) {\n if (!this.mediaVideo) {\n this.mediaVideo = document.createElement('video');\n this.mediaVideo.muted = true;\n this.mediaVideo.loop = true;\n this.mediaVideo.autoplay = true;\n }\n\n if (this.mediaVideo.src !== url) {\n this.mediaVideo.src = url;\n this.mediaVideo.load();\n }\n\n this.mediaVideo.play();\n this.setMedia(this.mediaVideo);\n }\n /**\n * Reverts cursor from video mode.\n */\n ;\n\n _proto.removeVideo = function removeVideo() {\n if (this.mediaVideo && this.mediaVideo.readyState > 2) this.mediaVideo.pause();\n this.removeMedia();\n }\n /**\n * Attach an event handler function.\n *\n * @param {string} event Event name.\n * @param {function} callback Callback.\n */\n ;\n\n _proto.on = function on(event, callback) {\n if (!(this.events[event] instanceof Array)) this.off(event);\n this.events[event].push(callback);\n }\n /**\n * Remove an event handler.\n *\n * @param {string} event Event name.\n * @param {function} [callback] Callback.\n */\n ;\n\n _proto.off = function off(event, callback) {\n if (callback) {\n this.events[event] = this.events[event].filter(function (f) {\n return f !== callback;\n });\n } else {\n this.events[event] = [];\n }\n }\n /**\n * Execute all handlers for the given event type.\n *\n * @param {string} event Event name.\n * @param params Extra parameters.\n */\n ;\n\n _proto.trigger = function trigger(event) {\n var _arguments = arguments,\n _this6 = this;\n\n if (!this.events[event]) return;\n this.events[event].forEach(function (f) {\n return f.call.apply(f, [_this6, _this6].concat([].slice.call(_arguments, 1)));\n });\n }\n /**\n * Get cursor options from data attribute of a given element.\n *\n * @param {HTMLElement} element Element.\n * @return {Object} Options.\n */\n ;\n\n _proto.getFromDataset = function getFromDataset(element) {\n var dataset = element.dataset;\n return {\n state: dataset[this.options.dataAttr],\n show: dataset[this.options.dataAttr + 'Show'],\n text: dataset[this.options.dataAttr + 'Text'],\n icon: dataset[this.options.dataAttr + 'Icon'],\n img: dataset[this.options.dataAttr + 'Img'],\n video: dataset[this.options.dataAttr + 'Video'],\n stick: dataset[this.options.dataAttr + 'Stick']\n };\n }\n /**\n * Destroy cursor instance.\n */\n ;\n\n _proto.destroy = function destroy() {\n this.trigger('destroy');\n this.gsap.ticker.remove(this.ticker);\n this.container.removeEventListener('mouseleave', this.event.mouseleave);\n this.container.removeEventListener('mouseenter', this.event.mouseenter);\n this.container.removeEventListener('mousedown', this.event.mousedown);\n this.container.removeEventListener('mouseup', this.event.mouseup);\n this.container.removeEventListener('mousemove', this.event.mousemove);\n this.container.removeEventListener('mousemove', this.event.mousemoveOnce);\n this.container.removeEventListener('mouseover', this.event.mouseover);\n this.container.removeEventListener('mouseout', this.event.mouseout);\n\n if (this.el) {\n this.container.removeChild(this.el);\n this.el = null;\n this.mediaImg = null;\n this.mediaVideo = null;\n }\n };\n\n return MouseFollower;\n}();\n\nexport { MouseFollower as default };\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","!function(root, factory) {\n \"function\" == typeof define && define.amd ? // AMD. Register as an anonymous module unless amdModuleId is set\n define([], function() {\n return root.svg4everybody = factory();\n }) : \"object\" == typeof module && module.exports ? // Node. Does not work with strict CommonJS, but\n // only CommonJS-like environments that support module.exports,\n // like Node.\n module.exports = factory() : root.svg4everybody = factory();\n}(this, function() {\n /*! svg4everybody v2.1.9 | github.com/jonathantneal/svg4everybody */\n function embed(parent, svg, target) {\n // if the target exists\n if (target) {\n // create a document fragment to hold the contents of the target\n var fragment = document.createDocumentFragment(), viewBox = !svg.hasAttribute(\"viewBox\") && target.getAttribute(\"viewBox\");\n // conditionally set the viewBox on the svg\n viewBox && svg.setAttribute(\"viewBox\", viewBox);\n // copy the contents of the clone into the fragment\n for (// clone the target\n var clone = target.cloneNode(!0); clone.childNodes.length; ) {\n fragment.appendChild(clone.firstChild);\n }\n // append the fragment into the svg\n parent.appendChild(fragment);\n }\n }\n function loadreadystatechange(xhr) {\n // listen to changes in the request\n xhr.onreadystatechange = function() {\n // if the request is ready\n if (4 === xhr.readyState) {\n // get the cached html document\n var cachedDocument = xhr._cachedDocument;\n // ensure the cached html document based on the xhr response\n cachedDocument || (cachedDocument = xhr._cachedDocument = document.implementation.createHTMLDocument(\"\"), \n cachedDocument.body.innerHTML = xhr.responseText, xhr._cachedTarget = {}), // clear the xhr embeds list and embed each item\n xhr._embeds.splice(0).map(function(item) {\n // get the cached target\n var target = xhr._cachedTarget[item.id];\n // ensure the cached target\n target || (target = xhr._cachedTarget[item.id] = cachedDocument.getElementById(item.id)), \n // embed the target into the svg\n embed(item.parent, item.svg, target);\n });\n }\n }, // test the ready state change immediately\n xhr.onreadystatechange();\n }\n function svg4everybody(rawopts) {\n function oninterval() {\n // while the index exists in the live collection\n for (// get the cached index\n var index = 0; index < uses.length; ) {\n // get the current \n var use = uses[index], parent = use.parentNode, svg = getSVGAncestor(parent), src = use.getAttribute(\"xlink:href\") || use.getAttribute(\"href\");\n if (!src && opts.attributeName && (src = use.getAttribute(opts.attributeName)), \n svg && src) {\n if (polyfill) {\n if (!opts.validate || opts.validate(src, svg, use)) {\n // remove the element\n parent.removeChild(use);\n // parse the src and get the url and id\n var srcSplit = src.split(\"#\"), url = srcSplit.shift(), id = srcSplit.join(\"#\");\n // if the link is external\n if (url.length) {\n // get the cached xhr request\n var xhr = requests[url];\n // ensure the xhr request exists\n xhr || (xhr = requests[url] = new XMLHttpRequest(), xhr.open(\"GET\", url), xhr.send(), \n xhr._embeds = []), // add the svg and id as an item to the xhr embeds list\n xhr._embeds.push({\n parent: parent,\n svg: svg,\n id: id\n }), // prepare the xhr ready state change event\n loadreadystatechange(xhr);\n } else {\n // embed the local id into the svg\n embed(parent, svg, document.getElementById(id));\n }\n } else {\n // increase the index when the previous value was not \"valid\"\n ++index, ++numberOfSvgUseElementsToBypass;\n }\n }\n } else {\n // increase the index when the previous value was not \"valid\"\n ++index;\n }\n }\n // continue the interval\n (!uses.length || uses.length - numberOfSvgUseElementsToBypass > 0) && requestAnimationFrame(oninterval, 67);\n }\n var polyfill, opts = Object(rawopts), newerIEUA = /\\bTrident\\/[567]\\b|\\bMSIE (?:9|10)\\.0\\b/, webkitUA = /\\bAppleWebKit\\/(\\d+)\\b/, olderEdgeUA = /\\bEdge\\/12\\.(\\d+)\\b/, edgeUA = /\\bEdge\\/.(\\d+)\\b/, inIframe = window.top !== window.self;\n polyfill = \"polyfill\" in opts ? opts.polyfill : newerIEUA.test(navigator.userAgent) || (navigator.userAgent.match(olderEdgeUA) || [])[1] < 10547 || (navigator.userAgent.match(webkitUA) || [])[1] < 537 || edgeUA.test(navigator.userAgent) && inIframe;\n // create xhr requests object\n var requests = {}, requestAnimationFrame = window.requestAnimationFrame || setTimeout, uses = document.getElementsByTagName(\"use\"), numberOfSvgUseElementsToBypass = 0;\n // conditionally start the interval if the polyfill is active\n polyfill && oninterval();\n }\n function getSVGAncestor(node) {\n for (var svg = node; \"svg\" !== svg.nodeName.toLowerCase() && (svg = svg.parentNode); ) {}\n return svg;\n }\n return svg4everybody;\n});","function E () {\n // Keep this empty so it's easier to inherit from\n // (via https://github.com/lipsmack from https://github.com/scottcorgan/tiny-emitter/issues/3)\n}\n\nE.prototype = {\n on: function (name, callback, ctx) {\n var e = this.e || (this.e = {});\n\n (e[name] || (e[name] = [])).push({\n fn: callback,\n ctx: ctx\n });\n\n return this;\n },\n\n once: function (name, callback, ctx) {\n var self = this;\n function listener () {\n self.off(name, listener);\n callback.apply(ctx, arguments);\n };\n\n listener._ = callback\n return this.on(name, listener, ctx);\n },\n\n emit: function (name) {\n var data = [].slice.call(arguments, 1);\n var evtArr = ((this.e || (this.e = {}))[name] || []).slice();\n var i = 0;\n var len = evtArr.length;\n\n for (i; i < len; i++) {\n evtArr[i].fn.apply(evtArr[i].ctx, data);\n }\n\n return this;\n },\n\n off: function (name, callback) {\n var e = this.e || (this.e = {});\n var evts = e[name];\n var liveEvents = [];\n\n if (evts && callback) {\n for (var i = 0, len = evts.length; i < len; i++) {\n if (evts[i].fn !== callback && evts[i].fn._ !== callback)\n liveEvents.push(evts[i]);\n }\n }\n\n // Remove event from queue to prevent memory leak\n // Suggested by https://github.com/lazd\n // Ref: https://github.com/scottcorgan/tiny-emitter/commit/c6ebfaa9bc973b33d110a84a307742b7cf94c953#commitcomment-5024910\n\n (liveEvents.length)\n ? e[name] = liveEvents\n : delete e[name];\n\n return this;\n }\n};\n\nmodule.exports = E;\nmodule.exports.TinyEmitter = E;\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","// 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 //. 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o,i(this,u)[u]={y:0,x:0,deltaX:0,deltaY:0},i(this,c)[c]={x:null,y:null},i(this,d)[d]=null,void 0!==i(this,r)[r].passive&&(this.listenerOptions={passive:i(this,r)[r].passive})}var t=e.prototype;return t._notify=function(e){var t=i(this,u)[u];t.x+=t.deltaX,t.y+=t.deltaY,i(this,l)[l].emit(h,{x:t.x,y:t.y,deltaX:t.deltaX,deltaY:t.deltaY,originalEvent:e})},t._bind=function(){s.hasWheelEvent&&i(this,a)[a].addEventListener(\"wheel\",this._onWheel,this.listenerOptions),s.hasMouseWheelEvent&&i(this,a)[a].addEventListener(\"mousewheel\",this._onMouseWheel,this.listenerOptions),s.hasTouch&&i(this,r)[r].useTouch&&(i(this,a)[a].addEventListener(\"touchstart\",this._onTouchStart,this.listenerOptions),i(this,a)[a].addEventListener(\"touchmove\",this._onTouchMove,this.listenerOptions)),s.hasPointer&&s.hasTouchWin&&(i(this,d)[d]=document.body.style.msTouchAction,document.body.style.msTouchAction=\"none\",i(this,a)[a].addEventListener(\"MSPointerDown\",this._onTouchStart,!0),i(this,a)[a].addEventListener(\"MSPointerMove\",this._onTouchMove,!0)),s.hasKeyDown&&i(this,r)[r].useKeyboard&&document.addEventListener(\"keydown\",this._onKeyDown)},t._unbind=function(){s.hasWheelEvent&&i(this,a)[a].removeEventListener(\"wheel\",this._onWheel),s.hasMouseWheelEvent&&i(this,a)[a].removeEventListener(\"mousewheel\",this._onMouseWheel),s.hasTouch&&(i(this,a)[a].removeEventListener(\"touchstart\",this._onTouchStart),i(this,a)[a].removeEventListener(\"touchmove\",this._onTouchMove)),s.hasPointer&&s.hasTouchWin&&(document.body.style.msTouchAction=i(this,d)[d],i(this,a)[a].removeEventListener(\"MSPointerDown\",this._onTouchStart,!0),i(this,a)[a].removeEventListener(\"MSPointerMove\",this._onTouchMove,!0)),s.hasKeyDown&&i(this,r)[r].useKeyboard&&document.removeEventListener(\"keydown\",this._onKeyDown)},t.on=function(e,t){i(this,l)[l].on(h,e,t);var n=i(this,l)[l].e;n&&n[h]&&1===n[h].length&&this._bind()},t.off=function(e,t){i(this,l)[l].off(h,e,t);var n=i(this,l)[l].e;(!n[h]||n[h].length<=0)&&this._unbind()},t.destroy=function(){i(this,l)[l].off(),this._unbind()},e}()});\n","import { utils, ExtensionType, extensions } from '@pixi/core';\nimport { DisplayObject } from '@pixi/display';\nimport { FederatedEvent } from '@pixi/events';\nimport { accessibleTarget } from './accessibleTarget.mjs';\n\nDisplayObject.mixin(accessibleTarget);\nconst KEY_CODE_TAB = 9;\nconst DIV_TOUCH_SIZE = 100;\nconst DIV_TOUCH_POS_X = 0;\nconst DIV_TOUCH_POS_Y = 0;\nconst DIV_TOUCH_ZINDEX = 2;\nconst DIV_HOOK_SIZE = 1;\nconst DIV_HOOK_POS_X = -1e3;\nconst DIV_HOOK_POS_Y = -1e3;\nconst DIV_HOOK_ZINDEX = 2;\nclass AccessibilityManager {\n constructor(renderer) {\n this.debug = false;\n this._isActive = false;\n this._isMobileAccessibility = false;\n this.pool = [];\n this.renderId = 0;\n this.children = [];\n this.androidUpdateCount = 0;\n this.androidUpdateFrequency = 500;\n this._hookDiv = null;\n if (utils.isMobile.tablet || utils.isMobile.phone) {\n this.createTouchHook();\n }\n const div = document.createElement(\"div\");\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.toString();\n this.div = div;\n this.renderer = renderer;\n this._onKeyDown = this._onKeyDown.bind(this);\n this._onMouseMove = this._onMouseMove.bind(this);\n globalThis.addEventListener(\"keydown\", this._onKeyDown, false);\n }\n get isActive() {\n return this._isActive;\n }\n get isMobileAccessibility() {\n return this._isMobileAccessibility;\n }\n createTouchHook() {\n const hookDiv = document.createElement(\"button\");\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.toString();\n hookDiv.style.backgroundColor = \"#FF0000\";\n hookDiv.title = \"select to enable accessibility for this content\";\n hookDiv.addEventListener(\"focus\", () => {\n this._isMobileAccessibility = true;\n this.activate();\n this.destroyTouchHook();\n });\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n }\n destroyTouchHook() {\n if (!this._hookDiv) {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n }\n activate() {\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n globalThis.document.addEventListener(\"mousemove\", this._onMouseMove, true);\n globalThis.removeEventListener(\"keydown\", this._onKeyDown, false);\n this.renderer.on(\"postrender\", this.update, this);\n this.renderer.view.parentNode?.appendChild(this.div);\n }\n deactivate() {\n if (!this._isActive || this._isMobileAccessibility) {\n return;\n }\n this._isActive = false;\n globalThis.document.removeEventListener(\"mousemove\", this._onMouseMove, true);\n globalThis.addEventListener(\"keydown\", this._onKeyDown, false);\n this.renderer.off(\"postrender\", this.update);\n this.div.parentNode?.removeChild(this.div);\n }\n updateAccessibleObjects(displayObject) {\n if (!displayObject.visible || !displayObject.accessibleChildren) {\n return;\n }\n if (displayObject.accessible && displayObject.isInteractive()) {\n if (!displayObject._accessibleActive) {\n this.addChild(displayObject);\n }\n displayObject.renderId = this.renderId;\n }\n const children = displayObject.children;\n if (children) {\n for (let i = 0; i < children.length; i++) {\n this.updateAccessibleObjects(children[i]);\n }\n }\n }\n update() {\n const now = performance.now();\n if (utils.isMobile.android.device && now < this.androidUpdateCount) {\n return;\n }\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n if (!this.renderer.renderingToScreen) {\n return;\n }\n if (this.renderer.lastObjectRendered) {\n this.updateAccessibleObjects(this.renderer.lastObjectRendered);\n }\n const { x, y, width, height } = this.renderer.view.getBoundingClientRect();\n const { width: viewWidth, height: viewHeight, resolution } = this.renderer;\n const sx = width / viewWidth * resolution;\n const sy = height / viewHeight * resolution;\n let div = this.div;\n div.style.left = `${x}px`;\n div.style.top = `${y}px`;\n div.style.width = `${viewWidth}px`;\n div.style.height = `${viewHeight}px`;\n for (let i = 0; i < this.children.length; i++) {\n const child = this.children[i];\n if (child.renderId !== this.renderId) {\n child._accessibleActive = false;\n utils.removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n i--;\n } else {\n div = child._accessibleDiv;\n let hitArea = child.hitArea;\n const wt = child.worldTransform;\n if (child.hitArea) {\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 div.style.width = `${hitArea.width * wt.a * sx}px`;\n div.style.height = `${hitArea.height * wt.d * sy}px`;\n } else {\n hitArea = child.getBounds();\n this.capHitArea(hitArea);\n div.style.left = `${hitArea.x * sx}px`;\n div.style.top = `${hitArea.y * sy}px`;\n div.style.width = `${hitArea.width * sx}px`;\n div.style.height = `${hitArea.height * sy}px`;\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute(\"aria-label\") !== child.accessibleHint && child.accessibleHint !== null) {\n div.setAttribute(\"aria-label\", child.accessibleHint);\n }\n }\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug)\n this.updateDebugHTML(div);\n }\n }\n }\n this.renderId++;\n }\n updateDebugHTML(div) {\n div.innerHTML = `type: ${div.type}
title : ${div.title}
tabIndex: ${div.tabIndex}`;\n }\n capHitArea(hitArea) {\n if (hitArea.x < 0) {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n if (hitArea.y < 0) {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n const { width: viewWidth, height: viewHeight } = this.renderer;\n if (hitArea.x + hitArea.width > viewWidth) {\n hitArea.width = viewWidth - hitArea.x;\n }\n if (hitArea.y + hitArea.height > viewHeight) {\n hitArea.height = viewHeight - hitArea.y;\n }\n }\n addChild(displayObject) {\n let div = this.pool.pop();\n if (!div) {\n div = document.createElement(\"button\");\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.backgroundColor = this.debug ? \"rgba(255,255,255,0.5)\" : \"transparent\";\n div.style.position = \"absolute\";\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = \"none\";\n if (navigator.userAgent.toLowerCase().includes(\"chrome\")) {\n div.setAttribute(\"aria-live\", \"off\");\n } else {\n div.setAttribute(\"aria-live\", \"polite\");\n }\n if (navigator.userAgent.match(/rv:.*Gecko\\//)) {\n div.setAttribute(\"aria-relevant\", \"additions\");\n } else {\n div.setAttribute(\"aria-relevant\", \"text\");\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 div.style.pointerEvents = displayObject.accessiblePointerEvents;\n div.type = displayObject.accessibleType;\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) {\n div.title = displayObject.accessibleTitle;\n } else if (!displayObject.accessibleHint || displayObject.accessibleHint === null) {\n div.title = `displayObject ${displayObject.tabIndex}`;\n }\n if (displayObject.accessibleHint && displayObject.accessibleHint !== null) {\n div.setAttribute(\"aria-label\", displayObject.accessibleHint);\n }\n if (this.debug)\n this.updateDebugHTML(div);\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n }\n _dispatchEvent(e, type) {\n const { displayObject: target } = e.target;\n const boundry = this.renderer.events.rootBoundary;\n const event = Object.assign(new FederatedEvent(boundry), { target });\n boundry.rootTarget = this.renderer.lastObjectRendered;\n type.forEach((type2) => boundry.dispatchEvent(event, type2));\n }\n _onClick(e) {\n this._dispatchEvent(e, [\"click\", \"pointertap\", \"tap\"]);\n }\n _onFocus(e) {\n if (!e.target.getAttribute(\"aria-live\")) {\n e.target.setAttribute(\"aria-live\", \"assertive\");\n }\n this._dispatchEvent(e, [\"mouseover\"]);\n }\n _onFocusOut(e) {\n if (!e.target.getAttribute(\"aria-live\")) {\n e.target.setAttribute(\"aria-live\", \"polite\");\n }\n this._dispatchEvent(e, [\"mouseout\"]);\n }\n _onKeyDown(e) {\n if (e.keyCode !== KEY_CODE_TAB) {\n return;\n }\n this.activate();\n }\n _onMouseMove(e) {\n if (e.movementX === 0 && e.movementY === 0) {\n return;\n }\n this.deactivate();\n }\n destroy() {\n this.destroyTouchHook();\n this.div = null;\n globalThis.document.removeEventListener(\"mousemove\", this._onMouseMove, true);\n globalThis.removeEventListener(\"keydown\", this._onKeyDown);\n this.pool = null;\n this.children = null;\n this.renderer = null;\n }\n}\nAccessibilityManager.extension = {\n name: \"accessibility\",\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin\n ]\n};\nextensions.add(AccessibilityManager);\n\nexport { AccessibilityManager };\n//# sourceMappingURL=AccessibilityManager.mjs.map\n","const accessibleTarget = {\n accessible: false,\n accessibleTitle: null,\n accessibleHint: null,\n tabIndex: 0,\n _accessibleActive: false,\n _accessibleDiv: null,\n accessibleType: \"button\",\n accessiblePointerEvents: \"auto\",\n accessibleChildren: true,\n renderId: -1\n};\n\nexport { accessibleTarget };\n//# sourceMappingURL=accessibleTarget.mjs.map\n","export { AccessibilityManager } from './AccessibilityManager.mjs';\nexport { accessibleTarget } from './accessibleTarget.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { autoDetectRenderer, extensions, ExtensionType } from '@pixi/core';\nimport { Container } from '@pixi/display';\n\nconst _Application = class {\n constructor(options) {\n this.stage = new Container();\n options = Object.assign({\n forceCanvas: false\n }, options);\n this.renderer = autoDetectRenderer(options);\n _Application._plugins.forEach((plugin) => {\n plugin.init.call(this, options);\n });\n }\n render() {\n this.renderer.render(this.stage);\n }\n get view() {\n return this.renderer.view;\n }\n get screen() {\n return this.renderer.screen;\n }\n destroy(removeView, stageOptions) {\n const plugins = _Application._plugins.slice(0);\n plugins.reverse();\n plugins.forEach((plugin) => {\n plugin.destroy.call(this);\n });\n this.stage.destroy(stageOptions);\n this.stage = null;\n this.renderer.destroy(removeView);\n this.renderer = null;\n }\n};\nlet Application = _Application;\nApplication._plugins = [];\nextensions.handleByList(ExtensionType.Application, Application._plugins);\n\nexport { Application };\n//# sourceMappingURL=Application.mjs.map\n","import { ExtensionType, extensions } from '@pixi/core';\n\nclass ResizePlugin {\n static init(options) {\n Object.defineProperty(this, \"resizeTo\", {\n set(dom) {\n globalThis.removeEventListener(\"resize\", this.queueResize);\n this._resizeTo = dom;\n if (dom) {\n globalThis.addEventListener(\"resize\", this.queueResize);\n this.resize();\n }\n },\n get() {\n return this._resizeTo;\n }\n });\n this.queueResize = () => {\n if (!this._resizeTo) {\n return;\n }\n this.cancelResize();\n this._resizeId = requestAnimationFrame(() => this.resize());\n };\n this.cancelResize = () => {\n if (this._resizeId) {\n cancelAnimationFrame(this._resizeId);\n this._resizeId = null;\n }\n };\n this.resize = () => {\n if (!this._resizeTo) {\n return;\n }\n this.cancelResize();\n let width;\n let height;\n if (this._resizeTo === globalThis.window) {\n width = globalThis.innerWidth;\n height = globalThis.innerHeight;\n } else {\n const { clientWidth, clientHeight } = this._resizeTo;\n width = clientWidth;\n height = clientHeight;\n }\n this.renderer.resize(width, height);\n this.render();\n };\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n }\n static destroy() {\n globalThis.removeEventListener(\"resize\", this.queueResize);\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n }\n}\nResizePlugin.extension = ExtensionType.Application;\nextensions.add(ResizePlugin);\n\nexport { ResizePlugin };\n//# sourceMappingURL=ResizePlugin.mjs.map\n","export { Application } from './Application.mjs';\nexport { ResizePlugin } from './ResizePlugin.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { ExtensionType, extensions } from '@pixi/core';\n\nconst assetKeyMap = {\n loader: ExtensionType.LoadParser,\n resolver: ExtensionType.ResolveParser,\n cache: ExtensionType.CacheParser,\n detection: ExtensionType.DetectionParser\n};\nextensions.handle(ExtensionType.Asset, (extension) => {\n const ref = extension.ref;\n Object.entries(assetKeyMap).filter(([key]) => !!ref[key]).forEach(([key, type]) => extensions.add(Object.assign(ref[key], { extension: ref[key].extension ?? type })));\n}, (extension) => {\n const ref = extension.ref;\n Object.keys(assetKeyMap).filter((key) => !!ref[key]).forEach((key) => extensions.remove(ref[key]));\n});\n//# sourceMappingURL=AssetExtension.mjs.map\n","import { extensions, ExtensionType } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\nimport { BackgroundLoader } from './BackgroundLoader.mjs';\nimport { Cache } from './cache/Cache.mjs';\nimport { Loader } from './loader/Loader.mjs';\nimport './loader/parsers/index.mjs';\nimport { Resolver } from './resolver/Resolver.mjs';\nimport { convertToList } from './utils/convertToList.mjs';\nimport { isSingleItem } from './utils/isSingleItem.mjs';\nimport { loadTextures } from './loader/parsers/textures/loadTextures.mjs';\n\nclass AssetsClass {\n constructor() {\n this._detections = [];\n this._initialized = false;\n this.resolver = new Resolver();\n this.loader = new Loader();\n this.cache = Cache;\n this._backgroundLoader = new BackgroundLoader(this.loader);\n this._backgroundLoader.active = true;\n this.reset();\n }\n async init(options = {}) {\n if (this._initialized) {\n console.warn(\"[Assets]AssetManager already initialized, did you load before calling this Asset.init()?\");\n return;\n }\n this._initialized = true;\n if (options.defaultSearchParams) {\n this.resolver.setDefaultSearchParams(options.defaultSearchParams);\n }\n if (options.basePath) {\n this.resolver.basePath = options.basePath;\n }\n if (options.bundleIdentifier) {\n this.resolver.setBundleIdentifier(options.bundleIdentifier);\n }\n if (options.manifest) {\n let manifest = options.manifest;\n if (typeof manifest === \"string\") {\n manifest = await this.load(manifest);\n }\n this.resolver.addManifest(manifest);\n }\n const resolutionPref = options.texturePreference?.resolution ?? 1;\n const resolution = typeof resolutionPref === \"number\" ? [resolutionPref] : resolutionPref;\n let formats = [];\n if (options.texturePreference?.format) {\n const formatPref = options.texturePreference?.format;\n formats = typeof formatPref === \"string\" ? [formatPref] : formatPref;\n for (const detection of this._detections) {\n if (!await detection.test()) {\n formats = await detection.remove(formats);\n }\n }\n } else {\n for (const detection of this._detections) {\n if (await detection.test()) {\n formats = await detection.add(formats);\n }\n }\n }\n this.resolver.prefer({\n params: {\n format: formats,\n resolution\n }\n });\n if (options.preferences) {\n this.setPreferences(options.preferences);\n }\n }\n add(keysIn, assetsIn, data) {\n this.resolver.add(keysIn, assetsIn, data);\n }\n async load(urls, onProgress) {\n if (!this._initialized) {\n await this.init();\n }\n const singleAsset = isSingleItem(urls);\n const urlArray = convertToList(urls).map((url) => {\n if (typeof url !== \"string\") {\n this.resolver.add(url.src, url);\n return url.src;\n }\n if (!this.resolver.hasKey(url)) {\n this.resolver.add(url, url);\n }\n return url;\n });\n const resolveResults = this.resolver.resolve(urlArray);\n const out = await this._mapLoadToResolve(resolveResults, onProgress);\n return singleAsset ? out[urlArray[0]] : out;\n }\n addBundle(bundleId, assets) {\n this.resolver.addBundle(bundleId, assets);\n }\n async loadBundle(bundleIds, onProgress) {\n if (!this._initialized) {\n await this.init();\n }\n let singleAsset = false;\n if (typeof bundleIds === \"string\") {\n singleAsset = true;\n bundleIds = [bundleIds];\n }\n const resolveResults = this.resolver.resolveBundle(bundleIds);\n const out = {};\n const keys = Object.keys(resolveResults);\n let count = 0;\n let total = 0;\n const _onProgress = () => {\n onProgress?.(++count / total);\n };\n const promises = keys.map((bundleId) => {\n const resolveResult = resolveResults[bundleId];\n total += Object.keys(resolveResult).length;\n return this._mapLoadToResolve(resolveResult, _onProgress).then((resolveResult2) => {\n out[bundleId] = resolveResult2;\n });\n });\n await Promise.all(promises);\n return singleAsset ? out[bundleIds[0]] : out;\n }\n async backgroundLoad(urls) {\n if (!this._initialized) {\n await this.init();\n }\n if (typeof urls === \"string\") {\n urls = [urls];\n }\n const resolveResults = this.resolver.resolve(urls);\n this._backgroundLoader.add(Object.values(resolveResults));\n }\n async backgroundLoadBundle(bundleIds) {\n if (!this._initialized) {\n await this.init();\n }\n if (typeof bundleIds === \"string\") {\n bundleIds = [bundleIds];\n }\n const resolveResults = this.resolver.resolveBundle(bundleIds);\n Object.values(resolveResults).forEach((resolveResult) => {\n this._backgroundLoader.add(Object.values(resolveResult));\n });\n }\n reset() {\n this.resolver.reset();\n this.loader.reset();\n this.cache.reset();\n this._initialized = false;\n }\n get(keys) {\n if (typeof keys === \"string\") {\n return Cache.get(keys);\n }\n const assets = {};\n for (let i = 0; i < keys.length; i++) {\n assets[i] = Cache.get(keys[i]);\n }\n return assets;\n }\n async _mapLoadToResolve(resolveResults, onProgress) {\n const resolveArray = Object.values(resolveResults);\n const resolveKeys = Object.keys(resolveResults);\n this._backgroundLoader.active = false;\n const loadedAssets = await this.loader.load(resolveArray, onProgress);\n this._backgroundLoader.active = true;\n const out = {};\n resolveArray.forEach((resolveResult, i) => {\n const asset = loadedAssets[resolveResult.src];\n const keys = [resolveResult.src];\n if (resolveResult.alias) {\n keys.push(...resolveResult.alias);\n }\n out[resolveKeys[i]] = asset;\n Cache.set(keys, asset);\n });\n return out;\n }\n async unload(urls) {\n if (!this._initialized) {\n await this.init();\n }\n const urlArray = convertToList(urls).map((url) => typeof url !== \"string\" ? url.src : url);\n const resolveResults = this.resolver.resolve(urlArray);\n await this._unloadFromResolved(resolveResults);\n }\n async unloadBundle(bundleIds) {\n if (!this._initialized) {\n await this.init();\n }\n bundleIds = convertToList(bundleIds);\n const resolveResults = this.resolver.resolveBundle(bundleIds);\n const promises = Object.keys(resolveResults).map((bundleId) => this._unloadFromResolved(resolveResults[bundleId]));\n await Promise.all(promises);\n }\n async _unloadFromResolved(resolveResult) {\n const resolveArray = Object.values(resolveResult);\n resolveArray.forEach((resolveResult2) => {\n Cache.remove(resolveResult2.src);\n });\n await this.loader.unload(resolveArray);\n }\n get detections() {\n return this._detections;\n }\n get preferWorkers() {\n return loadTextures.config.preferWorkers;\n }\n set preferWorkers(value) {\n deprecation(\"7.2.0\", \"Assets.prefersWorkers is deprecated, use Assets.setPreferences({ preferWorkers: true }) instead.\");\n this.setPreferences({ preferWorkers: value });\n }\n setPreferences(preferences) {\n this.loader.parsers.forEach((parser) => {\n if (!parser.config)\n return;\n Object.keys(parser.config).filter((key) => key in preferences).forEach((key) => {\n parser.config[key] = preferences[key];\n });\n });\n }\n}\nconst Assets = new AssetsClass();\nextensions.handleByList(ExtensionType.LoadParser, Assets.loader.parsers).handleByList(ExtensionType.ResolveParser, Assets.resolver.parsers).handleByList(ExtensionType.CacheParser, Assets.cache.parsers).handleByList(ExtensionType.DetectionParser, Assets.detections);\n\nexport { Assets, AssetsClass };\n//# sourceMappingURL=Assets.mjs.map\n","class BackgroundLoader {\n constructor(loader, verbose = false) {\n this._loader = loader;\n this._assetList = [];\n this._isLoading = false;\n this._maxConcurrent = 1;\n this.verbose = verbose;\n }\n add(assetUrls) {\n assetUrls.forEach((a) => {\n this._assetList.push(a);\n });\n if (this.verbose)\n console.log(\"[BackgroundLoader] assets: \", this._assetList);\n if (this._isActive && !this._isLoading) {\n this._next();\n }\n }\n async _next() {\n if (this._assetList.length && this._isActive) {\n this._isLoading = true;\n const toLoad = [];\n const toLoadAmount = Math.min(this._assetList.length, this._maxConcurrent);\n for (let i = 0; i < toLoadAmount; i++) {\n toLoad.push(this._assetList.pop());\n }\n await this._loader.load(toLoad);\n this._isLoading = false;\n this._next();\n }\n }\n get active() {\n return this._isActive;\n }\n set active(value) {\n if (this._isActive === value)\n return;\n this._isActive = value;\n if (value && !this._isLoading) {\n this._next();\n }\n }\n}\n\nexport { BackgroundLoader };\n//# sourceMappingURL=BackgroundLoader.mjs.map\n","import { Texture, BaseTexture } from '@pixi/core';\nimport '../utils/index.mjs';\nimport { convertToList } from '../utils/convertToList.mjs';\n\nclass CacheClass {\n constructor() {\n this._parsers = [];\n this._cache = /* @__PURE__ */ new Map();\n this._cacheMap = /* @__PURE__ */ new Map();\n }\n reset() {\n this._cacheMap.clear();\n this._cache.clear();\n }\n has(key) {\n return this._cache.has(key);\n }\n get(key) {\n const result = this._cache.get(key);\n if (!result) {\n console.warn(`[Assets] Asset id ${key} was not found in the Cache`);\n }\n return result;\n }\n set(key, value) {\n const keys = convertToList(key);\n let cacheableAssets;\n for (let i = 0; i < this.parsers.length; i++) {\n const parser = this.parsers[i];\n if (parser.test(value)) {\n cacheableAssets = parser.getCacheableAssets(keys, value);\n break;\n }\n }\n if (!cacheableAssets) {\n cacheableAssets = {};\n keys.forEach((key2) => {\n cacheableAssets[key2] = value;\n });\n }\n const cacheKeys = Object.keys(cacheableAssets);\n const cachedAssets = {\n cacheKeys,\n keys\n };\n keys.forEach((key2) => {\n this._cacheMap.set(key2, cachedAssets);\n });\n cacheKeys.forEach((key2) => {\n if (this._cache.has(key2) && this._cache.get(key2) !== value) {\n console.warn(\"[Cache] already has key:\", key2);\n }\n this._cache.set(key2, cacheableAssets[key2]);\n });\n if (value instanceof Texture) {\n const texture = value;\n keys.forEach((key2) => {\n if (texture.baseTexture !== Texture.EMPTY.baseTexture) {\n BaseTexture.addToCache(texture.baseTexture, key2);\n }\n Texture.addToCache(texture, key2);\n });\n }\n }\n remove(key) {\n this._cacheMap.get(key);\n if (!this._cacheMap.has(key)) {\n console.warn(`[Assets] Asset id ${key} was not found in the Cache`);\n return;\n }\n const cacheMap = this._cacheMap.get(key);\n const cacheKeys = cacheMap.cacheKeys;\n cacheKeys.forEach((key2) => {\n this._cache.delete(key2);\n });\n cacheMap.keys.forEach((key2) => {\n this._cacheMap.delete(key2);\n });\n }\n get parsers() {\n return this._parsers;\n }\n}\nconst Cache = new CacheClass();\n\nexport { Cache };\n//# sourceMappingURL=Cache.mjs.map\n","\n//# sourceMappingURL=CacheParser.mjs.map\n","export { Cache } from './Cache.mjs';\nimport './CacheParser.mjs';\nimport './parsers/index.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { ExtensionType, Texture, extensions } from '@pixi/core';\n\nconst cacheTextureArray = {\n extension: ExtensionType.CacheParser,\n test: (asset) => Array.isArray(asset) && asset.every((t) => t instanceof Texture),\n getCacheableAssets: (keys, asset) => {\n const out = {};\n keys.forEach((key) => {\n asset.forEach((item, i) => {\n out[key + (i === 0 ? \"\" : i + 1)] = item;\n });\n });\n return out;\n }\n};\nextensions.add(cacheTextureArray);\n\nexport { cacheTextureArray };\n//# sourceMappingURL=cacheTextureArray.mjs.map\n","export { cacheTextureArray } from './cacheTextureArray.mjs';\n//# sourceMappingURL=index.mjs.map\n","import './parsers/index.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\n\nconst detectAvif = {\n extension: {\n type: ExtensionType.DetectionParser,\n priority: 1\n },\n test: async () => {\n if (!globalThis.createImageBitmap)\n return false;\n const avifData = \"data:image/avif;base64,AAAAIGZ0eXBhdmlmAAAAAGF2aWZtaWYxbWlhZk1BMUIAAADybWV0YQAAAAAAAAAoaGRscgAAAAAAAAAAcGljdAAAAAAAAAAAAAAAAGxpYmF2aWYAAAAADnBpdG0AAAAAAAEAAAAeaWxvYwAAAABEAAABAAEAAAABAAABGgAAAB0AAAAoaWluZgAAAAAAAQAAABppbmZlAgAAAAABAABhdjAxQ29sb3IAAAAAamlwcnAAAABLaXBjbwAAABRpc3BlAAAAAAAAAAIAAAACAAAAEHBpeGkAAAAAAwgICAAAAAxhdjFDgQ0MAAAAABNjb2xybmNseAACAAIAAYAAAAAXaXBtYQAAAAAAAAABAAEEAQKDBAAAACVtZGF0EgAKCBgANogQEAwgMg8f8D///8WfhwB8+ErK42A=\";\n const blob = await settings.ADAPTER.fetch(avifData).then((r) => r.blob());\n return createImageBitmap(blob).then(() => true, () => false);\n },\n add: async (formats) => [...formats, \"avif\"],\n remove: async (formats) => formats.filter((f) => f !== \"avif\")\n};\nextensions.add(detectAvif);\n\nexport { detectAvif };\n//# sourceMappingURL=detectAvif.mjs.map\n","import { ExtensionType, extensions } from '@pixi/core';\n\nconst imageFormats = [\"png\", \"jpg\", \"jpeg\"];\nconst detectDefaults = {\n extension: {\n type: ExtensionType.DetectionParser,\n priority: -1\n },\n test: () => Promise.resolve(true),\n add: async (formats) => [...formats, ...imageFormats],\n remove: async (formats) => formats.filter((f) => !imageFormats.includes(f))\n};\nextensions.add(detectDefaults);\n\nexport { detectDefaults };\n//# sourceMappingURL=detectDefaults.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\n\nconst detectWebp = {\n extension: {\n type: ExtensionType.DetectionParser,\n priority: 0\n },\n test: async () => {\n if (!globalThis.createImageBitmap)\n return false;\n const webpData = \"data:image/webp;base64,UklGRh4AAABXRUJQVlA4TBEAAAAvAAAAAAfQ//73v/+BiOh/AAA=\";\n const blob = await settings.ADAPTER.fetch(webpData).then((r) => r.blob());\n return createImageBitmap(blob).then(() => true, () => false);\n },\n add: async (formats) => [...formats, \"webp\"],\n remove: async (formats) => formats.filter((f) => f !== \"webp\")\n};\nextensions.add(detectWebp);\n\nexport { detectWebp };\n//# sourceMappingURL=detectWebp.mjs.map\n","export { detectAvif } from './detectAvif.mjs';\nexport { detectWebp } from './detectWebp.mjs';\nexport { detectDefaults } from './detectDefaults.mjs';\n//# sourceMappingURL=index.mjs.map\n","import './AssetExtension.mjs';\nexport { Assets, AssetsClass } from './Assets.mjs';\nimport './cache/index.mjs';\nimport './detections/index.mjs';\nimport './loader/index.mjs';\nimport './resolver/index.mjs';\nimport './utils/index.mjs';\nexport { Cache } from './cache/Cache.mjs';\nexport { cacheTextureArray } from './cache/parsers/cacheTextureArray.mjs';\nexport { detectAvif } from './detections/parsers/detectAvif.mjs';\nexport { detectWebp } from './detections/parsers/detectWebp.mjs';\nexport { detectDefaults } from './detections/parsers/detectDefaults.mjs';\nexport { LoaderParserPriority } from './loader/parsers/LoaderParser.mjs';\nexport { loadJson } from './loader/parsers/loadJson.mjs';\nexport { loadTxt } from './loader/parsers/loadTxt.mjs';\nexport { getFontFamilyName, loadWebFont } from './loader/parsers/loadWebFont.mjs';\nexport { loadSVG } from './loader/parsers/textures/loadSVG.mjs';\nexport { loadImageBitmap, loadTextures } from './loader/parsers/textures/loadTextures.mjs';\nexport { createTexture } from './loader/parsers/textures/utils/createTexture.mjs';\nexport { resolveTextureUrl } from './resolver/parsers/resolveTextureUrl.mjs';\nexport { checkDataUrl } from './utils/checkDataUrl.mjs';\nexport { checkExtension } from './utils/checkExtension.mjs';\nexport { convertToList } from './utils/convertToList.mjs';\nexport { copySearchParams } from './utils/copySearchParams.mjs';\nexport { createStringVariations } from './utils/createStringVariations.mjs';\nexport { isSingleItem } from './utils/isSingleItem.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { utils } from '@pixi/core';\nimport '../utils/index.mjs';\nimport { isSingleItem } from '../utils/isSingleItem.mjs';\nimport { convertToList } from '../utils/convertToList.mjs';\n\nclass Loader {\n constructor() {\n this._parsers = [];\n this._parsersValidated = false;\n this.parsers = new Proxy(this._parsers, {\n set: (target, key, value) => {\n this._parsersValidated = false;\n target[key] = value;\n return true;\n }\n });\n this.promiseCache = {};\n }\n reset() {\n this._parsersValidated = false;\n this.promiseCache = {};\n }\n _getLoadPromiseAndParser(url, data) {\n const result = {\n promise: null,\n parser: null\n };\n result.promise = (async () => {\n let asset = null;\n let parser = null;\n if (data.loadParser) {\n parser = this._parserHash[data.loadParser];\n if (!parser) {\n console.warn(`[Assets] specified load parser \"${data.loadParser}\" not found while loading ${url}`);\n }\n }\n if (!parser) {\n for (let i = 0; i < this.parsers.length; i++) {\n const parserX = this.parsers[i];\n if (parserX.load && parserX.test?.(url, data, this)) {\n parser = parserX;\n break;\n }\n }\n if (!parser) {\n console.warn(`[Assets] ${url} could not be loaded as we don't know how to parse it, ensure the correct parser has been added`);\n return null;\n }\n }\n asset = await parser.load(url, data, this);\n result.parser = parser;\n for (let i = 0; i < this.parsers.length; i++) {\n const parser2 = this.parsers[i];\n if (parser2.parse) {\n if (parser2.parse && await parser2.testParse?.(asset, data, this)) {\n asset = await parser2.parse(asset, data, this) || asset;\n result.parser = parser2;\n }\n }\n }\n return asset;\n })();\n return result;\n }\n async load(assetsToLoadIn, onProgress) {\n if (!this._parsersValidated) {\n this._validateParsers();\n }\n let count = 0;\n const assets = {};\n const singleAsset = isSingleItem(assetsToLoadIn);\n const assetsToLoad = convertToList(assetsToLoadIn, (item) => ({\n src: item\n }));\n const total = assetsToLoad.length;\n const promises = assetsToLoad.map(async (asset) => {\n const url = utils.path.toAbsolute(asset.src);\n if (!assets[asset.src]) {\n try {\n if (!this.promiseCache[url]) {\n this.promiseCache[url] = this._getLoadPromiseAndParser(url, asset);\n }\n assets[asset.src] = await this.promiseCache[url].promise;\n if (onProgress)\n onProgress(++count / total);\n } catch (e) {\n delete this.promiseCache[url];\n delete assets[asset.src];\n throw new Error(`[Loader.load] Failed to load ${url}.\n${e}`);\n }\n }\n });\n await Promise.all(promises);\n return singleAsset ? assets[assetsToLoad[0].src] : assets;\n }\n async unload(assetsToUnloadIn) {\n const assetsToUnload = convertToList(assetsToUnloadIn, (item) => ({\n src: item\n }));\n const promises = assetsToUnload.map(async (asset) => {\n const url = utils.path.toAbsolute(asset.src);\n const loadPromise = this.promiseCache[url];\n if (loadPromise) {\n const loadedAsset = await loadPromise.promise;\n loadPromise.parser?.unload?.(loadedAsset, asset, this);\n delete this.promiseCache[url];\n }\n });\n await Promise.all(promises);\n }\n _validateParsers() {\n this._parsersValidated = true;\n this._parserHash = this._parsers.filter((parser) => parser.name).reduce((hash, parser) => {\n if (hash[parser.name]) {\n console.warn(`[Assets] loadParser name conflict \"${parser.name}\"`);\n }\n return { ...hash, [parser.name]: parser };\n }, {});\n }\n}\n\nexport { Loader };\n//# sourceMappingURL=Loader.mjs.map\n","import './parsers/index.mjs';\nimport './types.mjs';\n//# sourceMappingURL=index.mjs.map\n","var LoaderParserPriority = /* @__PURE__ */ ((LoaderParserPriority2) => {\n LoaderParserPriority2[LoaderParserPriority2[\"Low\"] = 0] = \"Low\";\n LoaderParserPriority2[LoaderParserPriority2[\"Normal\"] = 1] = \"Normal\";\n LoaderParserPriority2[LoaderParserPriority2[\"High\"] = 2] = \"High\";\n return LoaderParserPriority2;\n})(LoaderParserPriority || {});\n\nexport { LoaderParserPriority };\n//# sourceMappingURL=LoaderParser.mjs.map\n","let UUID = 0;\nlet MAX_WORKERS;\nconst WHITE_PNG = \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAQAAAC1HAwCAAAAC0lEQVR42mP8/x8AAwMCAO+ip1sAAAAASUVORK5CYII=\";\nconst checkImageBitmapCode = {\n id: \"checkImageBitmap\",\n code: `\n async function checkImageBitmap()\n {\n try\n {\n if (typeof createImageBitmap !== 'function') return false;\n\n const response = await fetch('${WHITE_PNG}');\n const imageBlob = await response.blob();\n const imageBitmap = await createImageBitmap(imageBlob);\n\n return imageBitmap.width === 1 && imageBitmap.height === 1;\n }\n catch (e)\n {\n return false;\n }\n }\n checkImageBitmap().then((result) => { self.postMessage(result); });\n `\n};\nconst workerCode = {\n id: \"loadImageBitmap\",\n code: `\n async function loadImageBitmap(url)\n {\n const response = await fetch(url);\n\n if (!response.ok)\n {\n throw new Error(\\`[WorkerManager.loadImageBitmap] Failed to fetch \\${url}: \\`\n + \\`\\${response.status} \\${response.statusText}\\`);\n }\n\n const imageBlob = await response.blob();\n const imageBitmap = await createImageBitmap(imageBlob);\n\n return imageBitmap;\n }\n self.onmessage = async (event) =>\n {\n try\n {\n const imageBitmap = await loadImageBitmap(event.data.data[0]);\n\n self.postMessage({\n data: imageBitmap,\n uuid: event.data.uuid,\n id: event.data.id,\n }, [imageBitmap]);\n }\n catch(e)\n {\n self.postMessage({\n error: e,\n uuid: event.data.uuid,\n id: event.data.id,\n });\n }\n };`\n};\nlet workerURL;\nclass WorkerManagerClass {\n constructor() {\n this._initialized = false;\n this._createdWorkers = 0;\n this.workerPool = [];\n this.queue = [];\n this.resolveHash = {};\n }\n isImageBitmapSupported() {\n if (this._isImageBitmapSupported !== void 0)\n return this._isImageBitmapSupported;\n this._isImageBitmapSupported = new Promise((resolve) => {\n const workerURL2 = URL.createObjectURL(new Blob([checkImageBitmapCode.code], { type: \"application/javascript\" }));\n const worker = new Worker(workerURL2);\n worker.addEventListener(\"message\", (event) => {\n worker.terminate();\n URL.revokeObjectURL(workerURL2);\n resolve(event.data);\n });\n });\n return this._isImageBitmapSupported;\n }\n loadImageBitmap(src) {\n return this._run(\"loadImageBitmap\", [src]);\n }\n async _initWorkers() {\n if (this._initialized)\n return;\n this._initialized = true;\n }\n getWorker() {\n if (MAX_WORKERS === void 0) {\n MAX_WORKERS = navigator.hardwareConcurrency || 4;\n }\n let worker = this.workerPool.pop();\n if (!worker && this._createdWorkers < MAX_WORKERS) {\n if (!workerURL) {\n workerURL = URL.createObjectURL(new Blob([workerCode.code], { type: \"application/javascript\" }));\n }\n this._createdWorkers++;\n worker = new Worker(workerURL);\n worker.addEventListener(\"message\", (event) => {\n this.complete(event.data);\n this.returnWorker(event.target);\n this.next();\n });\n }\n return worker;\n }\n returnWorker(worker) {\n this.workerPool.push(worker);\n }\n complete(data) {\n if (data.error !== void 0) {\n this.resolveHash[data.uuid].reject(data.error);\n } else {\n this.resolveHash[data.uuid].resolve(data.data);\n }\n this.resolveHash[data.uuid] = null;\n }\n async _run(id, args) {\n await this._initWorkers();\n const promise = new Promise((resolve, reject) => {\n this.queue.push({ id, arguments: args, resolve, reject });\n });\n this.next();\n return promise;\n }\n next() {\n if (!this.queue.length)\n return;\n const worker = this.getWorker();\n if (!worker) {\n return;\n }\n const toDo = this.queue.pop();\n const id = toDo.id;\n this.resolveHash[UUID] = { resolve: toDo.resolve, reject: toDo.reject };\n worker.postMessage({\n data: toDo.arguments,\n uuid: UUID++,\n id\n });\n }\n}\nconst WorkerManager = new WorkerManagerClass();\n\nexport { WorkerManager };\n//# sourceMappingURL=WorkerManager.mjs.map\n","export { LoaderParserPriority } from './LoaderParser.mjs';\nexport { loadJson } from './loadJson.mjs';\nexport { loadTxt } from './loadTxt.mjs';\nexport { getFontFamilyName, loadWebFont } from './loadWebFont.mjs';\nimport './textures/index.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\nimport { checkDataUrl } from '../../utils/checkDataUrl.mjs';\nimport { checkExtension } from '../../utils/checkExtension.mjs';\nimport { LoaderParserPriority } from './LoaderParser.mjs';\n\nconst validJSONExtension = \".json\";\nconst validJSONMIME = \"application/json\";\nconst loadJson = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Low\n },\n name: \"loadJson\",\n test(url) {\n return checkDataUrl(url, validJSONMIME) || checkExtension(url, validJSONExtension);\n },\n async load(url) {\n const response = await settings.ADAPTER.fetch(url);\n const json = await response.json();\n return json;\n }\n};\nextensions.add(loadJson);\n\nexport { loadJson };\n//# sourceMappingURL=loadJson.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\nimport { checkDataUrl } from '../../utils/checkDataUrl.mjs';\nimport { checkExtension } from '../../utils/checkExtension.mjs';\nimport { LoaderParserPriority } from './LoaderParser.mjs';\n\nconst validTXTExtension = \".txt\";\nconst validTXTMIME = \"text/plain\";\nconst loadTxt = {\n name: \"loadTxt\",\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Low\n },\n test(url) {\n return checkDataUrl(url, validTXTMIME) || checkExtension(url, validTXTExtension);\n },\n async load(url) {\n const response = await settings.ADAPTER.fetch(url);\n const txt = await response.text();\n return txt;\n }\n};\nextensions.add(loadTxt);\n\nexport { loadTxt };\n//# sourceMappingURL=loadTxt.mjs.map\n","import { utils, ExtensionType, settings, extensions } from '@pixi/core';\nimport { checkDataUrl } from '../../utils/checkDataUrl.mjs';\nimport { checkExtension } from '../../utils/checkExtension.mjs';\nimport { LoaderParserPriority } from './LoaderParser.mjs';\n\nconst validWeights = [\n \"normal\",\n \"bold\",\n \"100\",\n \"200\",\n \"300\",\n \"400\",\n \"500\",\n \"600\",\n \"700\",\n \"800\",\n \"900\"\n];\nconst validFontExtensions = [\".ttf\", \".otf\", \".woff\", \".woff2\"];\nconst validFontMIMEs = [\n \"font/ttf\",\n \"font/otf\",\n \"font/woff\",\n \"font/woff2\"\n];\nfunction getFontFamilyName(url) {\n const ext = utils.path.extname(url);\n const name = utils.path.basename(url, ext);\n const nameWithSpaces = name.replace(/(-|_)/g, \" \");\n const nameTitleCase = nameWithSpaces.toLowerCase().split(\" \").map((word) => word.charAt(0).toUpperCase() + word.slice(1)).join(\" \");\n return nameTitleCase;\n}\nconst loadWebFont = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Low\n },\n name: \"loadWebFont\",\n test(url) {\n return checkDataUrl(url, validFontMIMEs) || checkExtension(url, validFontExtensions);\n },\n async load(url, options) {\n const fonts = settings.ADAPTER.getFontFaceSet();\n if (fonts) {\n const fontFaces = [];\n const name = options.data?.family ?? getFontFamilyName(url);\n const weights = options.data?.weights?.filter((weight) => validWeights.includes(weight)) ?? [\"normal\"];\n const data = options.data ?? {};\n for (let i = 0; i < weights.length; i++) {\n const weight = weights[i];\n const font = new FontFace(name, `url(${encodeURI(url)})`, {\n ...data,\n weight\n });\n await font.load();\n fonts.add(font);\n fontFaces.push(font);\n }\n return fontFaces.length === 1 ? fontFaces[0] : fontFaces;\n }\n console.warn(\"[loadWebFont] FontFace API is not supported. Skipping loading font\");\n return null;\n },\n unload(font) {\n (Array.isArray(font) ? font : [font]).forEach((t) => settings.ADAPTER.getFontFaceSet().delete(t));\n }\n};\nextensions.add(loadWebFont);\n\nexport { getFontFamilyName, loadWebFont };\n//# sourceMappingURL=loadWebFont.mjs.map\n","export { loadSVG } from './loadSVG.mjs';\nexport { loadImageBitmap, loadTextures } from './loadTextures.mjs';\nimport './utils/index.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { ExtensionType, SVGResource, BaseTexture, utils, settings, extensions } from '@pixi/core';\nimport { checkDataUrl } from '../../../utils/checkDataUrl.mjs';\nimport { checkExtension } from '../../../utils/checkExtension.mjs';\nimport { LoaderParserPriority } from '../LoaderParser.mjs';\nimport { loadTextures } from './loadTextures.mjs';\nimport { createTexture } from './utils/createTexture.mjs';\n\nconst validSVGExtension = \".svg\";\nconst validSVGMIME = \"image/svg+xml\";\nconst loadSVG = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.High\n },\n name: \"loadSVG\",\n test(url) {\n return checkDataUrl(url, validSVGMIME) || checkExtension(url, validSVGExtension);\n },\n async testParse(data) {\n return SVGResource.test(data);\n },\n async parse(asset, data, loader) {\n const src = new SVGResource(asset, data?.data?.resourceOptions);\n const base = new BaseTexture(src, {\n resolution: utils.getResolutionOfUrl(asset),\n ...data?.data\n });\n base.resource.src = asset;\n const texture = createTexture(base, loader, asset);\n if (!data?.data?.resourceOptions?.autoLoad) {\n await src.load();\n }\n return texture;\n },\n async load(url, _options) {\n const response = await settings.ADAPTER.fetch(url);\n return response.text();\n },\n unload: loadTextures.unload\n};\nextensions.add(loadSVG);\n\nexport { loadSVG };\n//# sourceMappingURL=loadSVG.mjs.map\n","import { settings, ExtensionType, BaseTexture, utils, extensions } from '@pixi/core';\nimport { checkDataUrl } from '../../../utils/checkDataUrl.mjs';\nimport { checkExtension } from '../../../utils/checkExtension.mjs';\nimport { LoaderParserPriority } from '../LoaderParser.mjs';\nimport { WorkerManager } from '../WorkerManager.mjs';\nimport { createTexture } from './utils/createTexture.mjs';\n\nconst validImageExtensions = [\".jpeg\", \".jpg\", \".png\", \".webp\", \".avif\"];\nconst validImageMIMEs = [\n \"image/jpeg\",\n \"image/png\",\n \"image/webp\",\n \"image/avif\"\n];\nasync function loadImageBitmap(url) {\n const response = await settings.ADAPTER.fetch(url);\n if (!response.ok) {\n throw new Error(`[loadImageBitmap] Failed to fetch ${url}: ${response.status} ${response.statusText}`);\n }\n const imageBlob = await response.blob();\n const imageBitmap = await createImageBitmap(imageBlob);\n return imageBitmap;\n}\nconst loadTextures = {\n name: \"loadTextures\",\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.High\n },\n config: {\n preferWorkers: true,\n preferCreateImageBitmap: true,\n crossOrigin: \"anonymous\"\n },\n test(url) {\n return checkDataUrl(url, validImageMIMEs) || checkExtension(url, validImageExtensions);\n },\n async load(url, asset, loader) {\n let src = null;\n if (globalThis.createImageBitmap && this.config.preferCreateImageBitmap) {\n if (this.config.preferWorkers && await WorkerManager.isImageBitmapSupported()) {\n src = await WorkerManager.loadImageBitmap(url);\n } else {\n src = await loadImageBitmap(url);\n }\n } else {\n src = await new Promise((resolve) => {\n src = new Image();\n src.crossOrigin = this.config.crossOrigin;\n src.src = url;\n if (src.complete) {\n resolve(src);\n } else {\n src.onload = () => {\n resolve(src);\n };\n }\n });\n }\n const base = new BaseTexture(src, {\n resolution: utils.getResolutionOfUrl(url),\n ...asset.data\n });\n base.resource.src = url;\n return createTexture(base, loader, url);\n },\n unload(texture) {\n texture.destroy(true);\n }\n};\nextensions.add(loadTextures);\n\nexport { loadImageBitmap, loadTextures };\n//# sourceMappingURL=loadTextures.mjs.map\n","import { Texture } from '@pixi/core';\n\nfunction createTexture(base, loader, url) {\n const texture = new Texture(base);\n texture.baseTexture.on(\"dispose\", () => {\n delete loader.promiseCache[url];\n });\n return texture;\n}\n\nexport { createTexture };\n//# sourceMappingURL=createTexture.mjs.map\n","export { createTexture } from './createTexture.mjs';\n//# sourceMappingURL=index.mjs.map\n","\n//# sourceMappingURL=types.mjs.map\n","import { utils } from '@pixi/core';\nimport { convertToList } from '../utils/convertToList.mjs';\nimport { createStringVariations } from '../utils/createStringVariations.mjs';\nimport { isSingleItem } from '../utils/isSingleItem.mjs';\n\nclass Resolver {\n constructor() {\n this._defaultBundleIdentifierOptions = {\n connector: \"-\",\n createBundleAssetId: (bundleId, assetId) => `${bundleId}${this._bundleIdConnector}${assetId}`,\n extractAssetIdFromBundle: (bundleId, assetBundleId) => assetBundleId.replace(`${bundleId}${this._bundleIdConnector}`, \"\")\n };\n this._bundleIdConnector = this._defaultBundleIdentifierOptions.connector;\n this._createBundleAssetId = this._defaultBundleIdentifierOptions.createBundleAssetId;\n this._extractAssetIdFromBundle = this._defaultBundleIdentifierOptions.extractAssetIdFromBundle;\n this._assetMap = {};\n this._preferredOrder = [];\n this._parsers = [];\n this._resolverHash = {};\n this._bundles = {};\n }\n setBundleIdentifier(bundleIdentifier) {\n this._bundleIdConnector = bundleIdentifier.connector ?? this._bundleIdConnector;\n this._createBundleAssetId = bundleIdentifier.createBundleAssetId ?? this._createBundleAssetId;\n this._extractAssetIdFromBundle = bundleIdentifier.extractAssetIdFromBundle ?? this._extractAssetIdFromBundle;\n if (this._extractAssetIdFromBundle(\"foo\", this._createBundleAssetId(\"foo\", \"bar\")) !== \"bar\") {\n throw new Error(\"[Resolver] GenerateBundleAssetId are not working correctly\");\n }\n }\n prefer(...preferOrders) {\n preferOrders.forEach((prefer) => {\n this._preferredOrder.push(prefer);\n if (!prefer.priority) {\n prefer.priority = Object.keys(prefer.params);\n }\n });\n this._resolverHash = {};\n }\n set basePath(basePath) {\n this._basePath = basePath;\n }\n get basePath() {\n return this._basePath;\n }\n set rootPath(rootPath) {\n this._rootPath = rootPath;\n }\n get rootPath() {\n return this._rootPath;\n }\n get parsers() {\n return this._parsers;\n }\n reset() {\n this.setBundleIdentifier(this._defaultBundleIdentifierOptions);\n this._assetMap = {};\n this._preferredOrder = [];\n this._resolverHash = {};\n this._rootPath = null;\n this._basePath = null;\n this._manifest = null;\n this._bundles = {};\n this._defaultSearchParams = null;\n }\n setDefaultSearchParams(searchParams) {\n if (typeof searchParams === \"string\") {\n this._defaultSearchParams = searchParams;\n } else {\n const queryValues = searchParams;\n this._defaultSearchParams = Object.keys(queryValues).map((key) => `${encodeURIComponent(key)}=${encodeURIComponent(queryValues[key])}`).join(\"&\");\n }\n }\n addManifest(manifest) {\n if (this._manifest) {\n console.warn(\"[Resolver] Manifest already exists, this will be overwritten\");\n }\n this._manifest = manifest;\n manifest.bundles.forEach((bundle) => {\n this.addBundle(bundle.name, bundle.assets);\n });\n }\n addBundle(bundleId, assets) {\n const assetNames = [];\n if (Array.isArray(assets)) {\n assets.forEach((asset) => {\n if (typeof asset.name === \"string\") {\n const bundleAssetId = this._createBundleAssetId(bundleId, asset.name);\n assetNames.push(bundleAssetId);\n this.add([asset.name, bundleAssetId], asset.srcs, asset.data);\n } else {\n const bundleIds = asset.name.map((name) => this._createBundleAssetId(bundleId, name));\n bundleIds.forEach((bundleId2) => {\n assetNames.push(bundleId2);\n });\n this.add([...asset.name, ...bundleIds], asset.srcs);\n }\n });\n } else {\n Object.keys(assets).forEach((key) => {\n assetNames.push(this._createBundleAssetId(bundleId, key));\n this.add([key, this._createBundleAssetId(bundleId, key)], assets[key]);\n });\n }\n this._bundles[bundleId] = assetNames;\n }\n add(keysIn, assetsIn, data) {\n const keys = convertToList(keysIn);\n keys.forEach((key) => {\n if (this.hasKey(key)) {\n console.warn(`[Resolver] already has key: ${key} overwriting`);\n }\n });\n if (!Array.isArray(assetsIn)) {\n if (typeof assetsIn === \"string\") {\n assetsIn = createStringVariations(assetsIn);\n } else {\n assetsIn = [assetsIn];\n }\n }\n const assetMap = assetsIn.map((asset) => {\n let formattedAsset = asset;\n if (typeof asset === \"string\") {\n let parsed = false;\n for (let i = 0; i < this._parsers.length; i++) {\n const parser = this._parsers[i];\n if (parser.test(asset)) {\n formattedAsset = parser.parse(asset);\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n formattedAsset = {\n src: asset\n };\n }\n }\n if (!formattedAsset.format) {\n formattedAsset.format = formattedAsset.src.split(\".\").pop();\n }\n if (!formattedAsset.alias) {\n formattedAsset.alias = keys;\n }\n if (this._basePath || this._rootPath) {\n formattedAsset.src = utils.path.toAbsolute(formattedAsset.src, this._basePath, this._rootPath);\n }\n formattedAsset.src = this._appendDefaultSearchParams(formattedAsset.src);\n formattedAsset.data = formattedAsset.data ?? data;\n return formattedAsset;\n });\n keys.forEach((key) => {\n this._assetMap[key] = assetMap;\n });\n }\n resolveBundle(bundleIds) {\n const singleAsset = isSingleItem(bundleIds);\n bundleIds = convertToList(bundleIds);\n const out = {};\n bundleIds.forEach((bundleId) => {\n const assetNames = this._bundles[bundleId];\n if (assetNames) {\n const results = this.resolve(assetNames);\n const assets = {};\n for (const key in results) {\n const asset = results[key];\n assets[this._extractAssetIdFromBundle(bundleId, key)] = asset;\n }\n out[bundleId] = assets;\n }\n });\n return singleAsset ? out[bundleIds[0]] : out;\n }\n resolveUrl(key) {\n const result = this.resolve(key);\n if (typeof key !== \"string\") {\n const out = {};\n for (const i in result) {\n out[i] = result[i].src;\n }\n return out;\n }\n return result.src;\n }\n resolve(keys) {\n const singleAsset = isSingleItem(keys);\n keys = convertToList(keys);\n const result = {};\n keys.forEach((key) => {\n if (!this._resolverHash[key]) {\n if (this._assetMap[key]) {\n let assets = this._assetMap[key];\n const preferredOrder = this._getPreferredOrder(assets);\n const bestAsset = assets[0];\n preferredOrder?.priority.forEach((priorityKey) => {\n preferredOrder.params[priorityKey].forEach((value) => {\n const filteredAssets = assets.filter((asset) => {\n if (asset[priorityKey]) {\n return asset[priorityKey] === value;\n }\n return false;\n });\n if (filteredAssets.length) {\n assets = filteredAssets;\n }\n });\n });\n this._resolverHash[key] = assets[0] ?? bestAsset;\n } else {\n let src = key;\n if (this._basePath || this._rootPath) {\n src = utils.path.toAbsolute(src, this._basePath, this._rootPath);\n }\n src = this._appendDefaultSearchParams(src);\n this._resolverHash[key] = {\n src\n };\n }\n }\n result[key] = this._resolverHash[key];\n });\n return singleAsset ? result[keys[0]] : result;\n }\n hasKey(key) {\n return !!this._assetMap[key];\n }\n hasBundle(key) {\n return !!this._bundles[key];\n }\n _getPreferredOrder(assets) {\n for (let i = 0; i < assets.length; i++) {\n const asset = assets[0];\n const preferred = this._preferredOrder.find((preference) => preference.params.format.includes(asset.format));\n if (preferred) {\n return preferred;\n }\n }\n return this._preferredOrder[0];\n }\n _appendDefaultSearchParams(url) {\n if (!this._defaultSearchParams)\n return url;\n const paramConnector = /\\?/.test(url) ? \"&\" : \"?\";\n return `${url}${paramConnector}${this._defaultSearchParams}`;\n }\n}\n\nexport { Resolver };\n//# sourceMappingURL=Resolver.mjs.map\n","import './parsers/index.mjs';\nimport './types.mjs';\n//# sourceMappingURL=index.mjs.map\n","export { resolveTextureUrl } from './resolveTextureUrl.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\nimport '../../loader/index.mjs';\nimport { loadTextures } from '../../loader/parsers/textures/loadTextures.mjs';\n\nconst resolveTextureUrl = {\n extension: ExtensionType.ResolveParser,\n test: loadTextures.test,\n parse: (value) => ({\n resolution: parseFloat(settings.RETINA_PREFIX.exec(value)?.[1] ?? \"1\"),\n format: value.split(\".\").pop(),\n src: value\n })\n};\nextensions.add(resolveTextureUrl);\n\nexport { resolveTextureUrl };\n//# sourceMappingURL=resolveTextureUrl.mjs.map\n","\n//# sourceMappingURL=types.mjs.map\n","function checkDataUrl(url, mimes) {\n if (Array.isArray(mimes)) {\n for (const mime of mimes) {\n if (url.startsWith(`data:${mime}`))\n return true;\n }\n return false;\n }\n return url.startsWith(`data:${mimes}`);\n}\n\nexport { checkDataUrl };\n//# sourceMappingURL=checkDataUrl.mjs.map\n","import { utils } from '@pixi/core';\n\nfunction checkExtension(url, extension) {\n const tempURL = url.split(\"?\")[0];\n const ext = utils.path.extname(tempURL).toLowerCase();\n if (Array.isArray(extension)) {\n return extension.includes(ext);\n }\n return ext === extension;\n}\n\nexport { checkExtension };\n//# sourceMappingURL=checkExtension.mjs.map\n","const convertToList = (input, transform) => {\n if (!Array.isArray(input)) {\n input = [input];\n }\n if (!transform) {\n return input;\n }\n return input.map((item) => {\n if (typeof item === \"string\") {\n return transform(item);\n }\n return item;\n });\n};\n\nexport { convertToList };\n//# sourceMappingURL=convertToList.mjs.map\n","const copySearchParams = (targetUrl, sourceUrl) => {\n const searchParams = sourceUrl.split(\"?\")[1];\n if (searchParams) {\n targetUrl += `?${searchParams}`;\n }\n return targetUrl;\n};\n\nexport { copySearchParams };\n//# sourceMappingURL=copySearchParams.mjs.map\n","function processX(base, ids, depth, result, tags) {\n const id = ids[depth];\n for (let i = 0; i < id.length; i++) {\n const value = id[i];\n if (depth < ids.length - 1) {\n processX(base.replace(result[depth], value), ids, depth + 1, result, tags);\n } else {\n tags.push(base.replace(result[depth], value));\n }\n }\n}\nfunction createStringVariations(string) {\n const regex = /\\{(.*?)\\}/g;\n const result = string.match(regex);\n const tags = [];\n if (result) {\n const ids = [];\n result.forEach((vars) => {\n const split = vars.substring(1, vars.length - 1).split(\",\");\n ids.push(split);\n });\n processX(string, ids, 0, result, tags);\n } else {\n tags.push(string);\n }\n return tags;\n}\n\nexport { createStringVariations };\n//# sourceMappingURL=createStringVariations.mjs.map\n","export { checkDataUrl } from './checkDataUrl.mjs';\nexport { checkExtension } from './checkExtension.mjs';\nexport { convertToList } from './convertToList.mjs';\nexport { copySearchParams } from './copySearchParams.mjs';\nexport { createStringVariations } from './createStringVariations.mjs';\nexport { isSingleItem } from './isSingleItem.mjs';\n//# sourceMappingURL=index.mjs.map\n","const isSingleItem = (item) => !Array.isArray(item);\n\nexport { isSingleItem };\n//# sourceMappingURL=isSingleItem.mjs.map\n","import { extend, colord } from 'colord';\nimport namesPlugin from 'colord/plugins/names';\n\nextend([namesPlugin]);\nconst _Color = class {\n constructor(value = 16777215) {\n this._value = null;\n this._components = new Float32Array(4);\n this._components.fill(1);\n this._int = 16777215;\n this.value = value;\n }\n get red() {\n return this._components[0];\n }\n get green() {\n return this._components[1];\n }\n get blue() {\n return this._components[2];\n }\n get alpha() {\n return this._components[3];\n }\n setValue(value) {\n this.value = value;\n return this;\n }\n set value(value) {\n if (value instanceof _Color) {\n this._value = this.cloneSource(value._value);\n this._int = value._int;\n this._components.set(value._components);\n } else if (value === null) {\n throw new Error(\"Cannot set PIXI.Color#value to null\");\n } else if (this._value === null || !this.isSourceEqual(this._value, value)) {\n this.normalize(value);\n this._value = this.cloneSource(value);\n }\n }\n get value() {\n return this._value;\n }\n cloneSource(value) {\n if (typeof value === \"string\" || typeof value === \"number\" || value instanceof Number || value === null) {\n return value;\n } else if (Array.isArray(value) || ArrayBuffer.isView(value)) {\n return value.slice(0);\n } else if (typeof value === \"object\" && value !== null) {\n return { ...value };\n }\n return value;\n }\n isSourceEqual(value1, value2) {\n const type1 = typeof value1;\n const type2 = typeof value2;\n if (type1 !== type2) {\n return false;\n } else if (type1 === \"number\" || type1 === \"string\" || value1 instanceof Number) {\n return value1 === value2;\n } else if (Array.isArray(value1) && Array.isArray(value2) || ArrayBuffer.isView(value1) && ArrayBuffer.isView(value2)) {\n if (value1.length !== value2.length) {\n return false;\n }\n return value1.every((v, i) => v === value2[i]);\n } else if (value1 !== null && value2 !== null) {\n const keys1 = Object.keys(value1);\n const keys2 = Object.keys(value2);\n if (keys1.length !== keys2.length) {\n return false;\n }\n return keys1.every((key) => value1[key] === value2[key]);\n }\n return value1 === value2;\n }\n toRgba() {\n const [r, g, b, a] = this._components;\n return { r, g, b, a };\n }\n toRgb() {\n const [r, g, b] = this._components;\n return { r, g, b };\n }\n toRgbaString() {\n const [r, g, b] = this.toUint8RgbArray();\n return `rgba(${r},${g},${b},${this.alpha})`;\n }\n toUint8RgbArray(out) {\n const [r, g, b] = this._components;\n out = out ?? [];\n out[0] = Math.round(r * 255);\n out[1] = Math.round(g * 255);\n out[2] = Math.round(b * 255);\n return out;\n }\n toRgbArray(out) {\n out = out ?? [];\n const [r, g, b] = this._components;\n out[0] = r;\n out[1] = g;\n out[2] = b;\n return out;\n }\n toNumber() {\n return this._int;\n }\n toLittleEndianNumber() {\n const value = this._int;\n return (value >> 16) + (value & 65280) + ((value & 255) << 16);\n }\n multiply(value) {\n const [r, g, b, a] = _Color.temp.setValue(value)._components;\n this._components[0] *= r;\n this._components[1] *= g;\n this._components[2] *= b;\n this._components[3] *= a;\n this.refreshInt();\n this._value = null;\n return this;\n }\n premultiply(alpha, applyToRGB = true) {\n if (applyToRGB) {\n this._components[0] *= alpha;\n this._components[1] *= alpha;\n this._components[2] *= alpha;\n }\n this._components[3] = alpha;\n this.refreshInt();\n this._value = null;\n return this;\n }\n toPremultiplied(alpha) {\n if (alpha === 1) {\n return (alpha * 255 << 24) + this._int;\n }\n if (alpha === 0) {\n return 0;\n }\n let r = this._int >> 16 & 255;\n let g = this._int >> 8 & 255;\n let b = this._int & 255;\n r = r * alpha + 0.5 | 0;\n g = g * alpha + 0.5 | 0;\n b = b * alpha + 0.5 | 0;\n return (alpha * 255 << 24) + (r << 16) + (g << 8) + b;\n }\n toHex() {\n const hexString = this._int.toString(16);\n return `#${\"000000\".substring(0, 6 - hexString.length) + hexString}`;\n }\n toHexa() {\n const alphaValue = Math.round(this._components[3] * 255);\n const alphaString = alphaValue.toString(16);\n return this.toHex() + \"00\".substring(0, 2 - alphaString.length) + alphaString;\n }\n setAlpha(alpha) {\n this._components[3] = this._clamp(alpha);\n return this;\n }\n round(steps) {\n const [r, g, b] = this._components;\n this._components[0] = Math.round(r * steps) / steps;\n this._components[1] = Math.round(g * steps) / steps;\n this._components[2] = Math.round(b * steps) / steps;\n this.refreshInt();\n this._value = null;\n return this;\n }\n toArray(out) {\n out = out ?? [];\n const [r, g, b, a] = this._components;\n out[0] = r;\n out[1] = g;\n out[2] = b;\n out[3] = a;\n return out;\n }\n normalize(value) {\n let components;\n if ((typeof value === \"number\" || value instanceof Number) && value >= 0 && value <= 16777215) {\n const int = value;\n components = [\n (int >> 16 & 255) / 255,\n (int >> 8 & 255) / 255,\n (int & 255) / 255,\n 1\n ];\n } else if ((Array.isArray(value) || value instanceof Float32Array) && value.length >= 3 && value.length <= 4) {\n value = this._clamp(value);\n const [r, g, b, a = 1] = value;\n components = [r, g, b, a];\n } else if ((value instanceof Uint8Array || value instanceof Uint8ClampedArray) && value.length >= 3 && value.length <= 4) {\n value = this._clamp(value, 0, 255);\n const [r, g, b, a = 255] = value;\n components = [r / 255, g / 255, b / 255, a / 255];\n } else if (typeof value === \"string\" || typeof value === \"object\") {\n if (typeof value === \"string\") {\n const match = _Color.HEX_PATTERN.exec(value);\n if (match) {\n value = `#${match[2]}`;\n }\n }\n const color = colord(value);\n if (color.isValid()) {\n const { r, g, b, a } = color.rgba;\n components = [r / 255, g / 255, b / 255, a];\n }\n }\n if (components) {\n this._components.set(components);\n this.refreshInt();\n } else {\n throw new Error(`Unable to convert color ${value}`);\n }\n }\n refreshInt() {\n this._clamp(this._components);\n const [r, g, b] = this._components;\n this._int = (r * 255 << 16) + (g * 255 << 8) + (b * 255 | 0);\n }\n _clamp(value, min = 0, max = 1) {\n if (typeof value === \"number\") {\n return Math.min(Math.max(value, min), max);\n }\n value.forEach((v, i) => {\n value[i] = Math.min(Math.max(v, min), max);\n });\n return value;\n }\n};\nlet Color = _Color;\nColor.shared = new _Color();\nColor.temp = new _Color();\nColor.HEX_PATTERN = /^(#|0x)?(([a-f0-9]{3}){1,2}([a-f0-9]{2})?)$/i;\n\nexport { Color };\n//# sourceMappingURL=Color.mjs.map\n","export { Color } from './Color.mjs';\n//# sourceMappingURL=index.mjs.map\n","var INTERNAL_FORMATS = /* @__PURE__ */ ((INTERNAL_FORMATS2) => {\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_S3TC_DXT1_EXT\"] = 33776] = \"COMPRESSED_RGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_S3TC_DXT1_EXT\"] = 33777] = \"COMPRESSED_RGBA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_S3TC_DXT3_EXT\"] = 33778] = \"COMPRESSED_RGBA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_S3TC_DXT5_EXT\"] = 33779] = \"COMPRESSED_RGBA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\"] = 35917] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\"] = 35918] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\"] = 35919] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB_S3TC_DXT1_EXT\"] = 35916] = \"COMPRESSED_SRGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_R11_EAC\"] = 37488] = \"COMPRESSED_R11_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SIGNED_R11_EAC\"] = 37489] = \"COMPRESSED_SIGNED_R11_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RG11_EAC\"] = 37490] = \"COMPRESSED_RG11_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SIGNED_RG11_EAC\"] = 37491] = \"COMPRESSED_SIGNED_RG11_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB8_ETC2\"] = 37492] = \"COMPRESSED_RGB8_ETC2\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA8_ETC2_EAC\"] = 37496] = \"COMPRESSED_RGBA8_ETC2_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB8_ETC2\"] = 37493] = \"COMPRESSED_SRGB8_ETC2\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\"] = 37497] = \"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37494] = \"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37495] = \"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\"] = 35840] = \"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\"] = 35842] = \"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\"] = 35841] = \"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\"] = 35843] = \"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_ETC1_WEBGL\"] = 36196] = \"COMPRESSED_RGB_ETC1_WEBGL\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_ATC_WEBGL\"] = 35986] = \"COMPRESSED_RGB_ATC_WEBGL\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\"] = 35986] = \"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\"] = 34798] = \"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_ASTC_4x4_KHR\"] = 37808] = \"COMPRESSED_RGBA_ASTC_4x4_KHR\";\n return INTERNAL_FORMATS2;\n})(INTERNAL_FORMATS || {});\nconst INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = {\n [33776 /* COMPRESSED_RGB_S3TC_DXT1_EXT */]: 0.5,\n [33777 /* COMPRESSED_RGBA_S3TC_DXT1_EXT */]: 0.5,\n [33778 /* COMPRESSED_RGBA_S3TC_DXT3_EXT */]: 1,\n [33779 /* COMPRESSED_RGBA_S3TC_DXT5_EXT */]: 1,\n [35916 /* COMPRESSED_SRGB_S3TC_DXT1_EXT */]: 0.5,\n [35917 /* COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT */]: 0.5,\n [35918 /* COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT */]: 1,\n [35919 /* COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT */]: 1,\n [37488 /* COMPRESSED_R11_EAC */]: 0.5,\n [37489 /* COMPRESSED_SIGNED_R11_EAC */]: 0.5,\n [37490 /* COMPRESSED_RG11_EAC */]: 1,\n [37491 /* COMPRESSED_SIGNED_RG11_EAC */]: 1,\n [37492 /* COMPRESSED_RGB8_ETC2 */]: 0.5,\n [37496 /* COMPRESSED_RGBA8_ETC2_EAC */]: 1,\n [37493 /* COMPRESSED_SRGB8_ETC2 */]: 0.5,\n [37497 /* COMPRESSED_SRGB8_ALPHA8_ETC2_EAC */]: 1,\n [37494 /* COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 */]: 0.5,\n [37495 /* COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 */]: 0.5,\n [35840 /* COMPRESSED_RGB_PVRTC_4BPPV1_IMG */]: 0.5,\n [35842 /* COMPRESSED_RGBA_PVRTC_4BPPV1_IMG */]: 0.5,\n [35841 /* COMPRESSED_RGB_PVRTC_2BPPV1_IMG */]: 0.25,\n [35843 /* COMPRESSED_RGBA_PVRTC_2BPPV1_IMG */]: 0.25,\n [36196 /* COMPRESSED_RGB_ETC1_WEBGL */]: 0.5,\n [35986 /* COMPRESSED_RGB_ATC_WEBGL */]: 0.5,\n [35986 /* COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL */]: 1,\n [34798 /* COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL */]: 1,\n [37808 /* COMPRESSED_RGBA_ASTC_4x4_KHR */]: 1\n};\n\nexport { INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL };\n//# sourceMappingURL=const.mjs.map\n","export { INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL } from './const.mjs';\nimport './loaders/index.mjs';\nimport './parsers/index.mjs';\nimport './resources/index.mjs';\nexport { detectCompressedTextures } from './loaders/detectCompressedTextures.mjs';\nexport { loadDDS } from './loaders/loadDDS.mjs';\nexport { loadKTX } from './loaders/loadKTX.mjs';\nexport { resolveCompressedTextureUrl } from './loaders/resolveCompressedTextureUrl.mjs';\nexport { parseDDS } from './parsers/parseDDS.mjs';\nexport { FORMATS_TO_COMPONENTS, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseKTX } from './parsers/parseKTX.mjs';\nexport { BlobResource } from './resources/BlobResource.mjs';\nexport { CompressedTextureResource } from './resources/CompressedTextureResource.mjs';\n//# sourceMappingURL=index.mjs.map\n","\n//# sourceMappingURL=compressedTextureExtensions.mjs.map\n","import { ExtensionType, settings, extensions as extensions$1 } from '@pixi/core';\n\nlet storedGl;\nlet extensions;\nfunction getCompressedTextureExtensions() {\n extensions = {\n s3tc: storedGl.getExtension(\"WEBGL_compressed_texture_s3tc\"),\n s3tc_sRGB: storedGl.getExtension(\"WEBGL_compressed_texture_s3tc_srgb\"),\n etc: storedGl.getExtension(\"WEBGL_compressed_texture_etc\"),\n etc1: storedGl.getExtension(\"WEBGL_compressed_texture_etc1\"),\n pvrtc: storedGl.getExtension(\"WEBGL_compressed_texture_pvrtc\") || storedGl.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\"),\n atc: storedGl.getExtension(\"WEBGL_compressed_texture_atc\"),\n astc: storedGl.getExtension(\"WEBGL_compressed_texture_astc\")\n };\n}\nconst detectCompressedTextures = {\n extension: {\n type: ExtensionType.DetectionParser,\n priority: 2\n },\n test: async () => {\n const canvas = settings.ADAPTER.createCanvas();\n const gl = canvas.getContext(\"webgl\");\n if (!gl) {\n console.warn(\"WebGL not available for compressed textures.\");\n return false;\n }\n storedGl = gl;\n return true;\n },\n add: async (formats) => {\n if (!extensions)\n getCompressedTextureExtensions();\n const textureFormats = [];\n for (const extensionName in extensions) {\n const extension = extensions[extensionName];\n if (!extension) {\n continue;\n }\n textureFormats.push(extensionName);\n }\n return [...textureFormats, ...formats];\n },\n remove: async (formats) => {\n if (!extensions)\n getCompressedTextureExtensions();\n return formats.filter((f) => !(f in extensions));\n }\n};\nextensions$1.add(detectCompressedTextures);\n\nexport { detectCompressedTextures };\n//# sourceMappingURL=detectCompressedTextures.mjs.map\n","import './compressedTextureExtensions.mjs';\nexport { detectCompressedTextures } from './detectCompressedTextures.mjs';\nexport { loadDDS } from './loadDDS.mjs';\nexport { loadKTX } from './loadKTX.mjs';\nexport { resolveCompressedTextureUrl } from './resolveCompressedTextureUrl.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { LoaderParserPriority, checkExtension, createTexture } from '@pixi/assets';\nimport { ExtensionType, settings, BaseTexture, MIPMAP_MODES, ALPHA_MODES, utils, extensions } from '@pixi/core';\nimport '../parsers/index.mjs';\nimport { parseDDS } from '../parsers/parseDDS.mjs';\n\nconst loadDDS = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.High\n },\n name: \"loadDDS\",\n test(url) {\n return checkExtension(url, \".dds\");\n },\n async load(url, asset, loader) {\n const response = await settings.ADAPTER.fetch(url);\n const arrayBuffer = await response.arrayBuffer();\n const resources = parseDDS(arrayBuffer);\n const textures = resources.map((resource) => {\n const base = new BaseTexture(resource, {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n resolution: utils.getResolutionOfUrl(url),\n ...asset.data\n });\n return createTexture(base, loader, url);\n });\n return textures.length === 1 ? textures[0] : textures;\n },\n unload(texture) {\n if (Array.isArray(texture)) {\n texture.forEach((t) => t.destroy(true));\n } else {\n texture.destroy(true);\n }\n }\n};\nextensions.add(loadDDS);\n\nexport { loadDDS };\n//# sourceMappingURL=loadDDS.mjs.map\n","import { LoaderParserPriority, checkExtension, createTexture } from '@pixi/assets';\nimport { ExtensionType, settings, MIPMAP_MODES, ALPHA_MODES, utils, BaseTexture, extensions } from '@pixi/core';\nimport '../parsers/index.mjs';\nimport { parseKTX } from '../parsers/parseKTX.mjs';\n\nconst loadKTX = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.High\n },\n name: \"loadKTX\",\n test(url) {\n return checkExtension(url, \".ktx\");\n },\n async load(url, asset, loader) {\n const response = await settings.ADAPTER.fetch(url);\n const arrayBuffer = await response.arrayBuffer();\n const { compressed, uncompressed, kvData } = parseKTX(url, arrayBuffer);\n const resources = compressed ?? uncompressed;\n const options = {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n resolution: utils.getResolutionOfUrl(url),\n ...asset.data\n };\n const textures = resources.map((resource) => {\n if (resources === uncompressed) {\n Object.assign(options, {\n type: resource.type,\n format: resource.format\n });\n }\n const base = new BaseTexture(resource, options);\n base.ktxKeyValueData = kvData;\n return createTexture(base, loader, url);\n });\n return textures.length === 1 ? textures[0] : textures;\n },\n unload(texture) {\n if (Array.isArray(texture)) {\n texture.forEach((t) => t.destroy(true));\n } else {\n texture.destroy(true);\n }\n }\n};\nextensions.add(loadKTX);\n\nexport { loadKTX };\n//# sourceMappingURL=loadKTX.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\n\nconst resolveCompressedTextureUrl = {\n extension: ExtensionType.ResolveParser,\n test: (value) => {\n const temp = value.split(\"?\")[0];\n const extension = temp.split(\".\").pop();\n return [\"basis\", \"ktx\", \"dds\"].includes(extension);\n },\n parse: (value) => {\n const temp = value.split(\"?\")[0];\n const extension = temp.split(\".\").pop();\n if (extension === \"ktx\") {\n const extensions2 = [\n \".s3tc.ktx\",\n \".s3tc_sRGB.ktx\",\n \".etc.ktx\",\n \".etc1.ktx\",\n \".pvrt.ktx\",\n \".atc.ktx\",\n \".astc.ktx\"\n ];\n if (extensions2.some((ext) => value.endsWith(ext))) {\n return {\n resolution: parseFloat(settings.RETINA_PREFIX.exec(value)?.[1] ?? \"1\"),\n format: extensions2.find((ext) => value.endsWith(ext)),\n src: value\n };\n }\n }\n return {\n resolution: parseFloat(settings.RETINA_PREFIX.exec(value)?.[1] ?? \"1\"),\n format: value.split(\".\").pop(),\n src: value\n };\n }\n};\nextensions.add(resolveCompressedTextureUrl);\n\nexport { resolveCompressedTextureUrl };\n//# sourceMappingURL=resolveCompressedTextureUrl.mjs.map\n","export { parseDDS } from './parseDDS.mjs';\nexport { FORMATS_TO_COMPONENTS, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseKTX } from './parseKTX.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL } from '../const.mjs';\nimport '../resources/index.mjs';\nimport { CompressedTextureResource } from '../resources/CompressedTextureResource.mjs';\n\nconst DDS_MAGIC_SIZE = 4;\nconst DDS_HEADER_SIZE = 124;\nconst DDS_HEADER_PF_SIZE = 32;\nconst DDS_HEADER_DX10_SIZE = 20;\nconst DDS_MAGIC = 542327876;\nconst DDS_FIELDS = {\n SIZE: 1,\n FLAGS: 2,\n HEIGHT: 3,\n WIDTH: 4,\n MIPMAP_COUNT: 7,\n PIXEL_FORMAT: 19\n};\nconst DDS_PF_FIELDS = {\n SIZE: 0,\n FLAGS: 1,\n FOURCC: 2,\n RGB_BITCOUNT: 3,\n R_BIT_MASK: 4,\n G_BIT_MASK: 5,\n B_BIT_MASK: 6,\n A_BIT_MASK: 7\n};\nconst DDS_DX10_FIELDS = {\n DXGI_FORMAT: 0,\n RESOURCE_DIMENSION: 1,\n MISC_FLAG: 2,\n ARRAY_SIZE: 3,\n MISC_FLAGS2: 4\n};\nvar DXGI_FORMAT = /* @__PURE__ */ ((DXGI_FORMAT2) => {\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_UNKNOWN\"] = 0] = \"DXGI_FORMAT_UNKNOWN\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32A32_TYPELESS\"] = 1] = \"DXGI_FORMAT_R32G32B32A32_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32A32_FLOAT\"] = 2] = \"DXGI_FORMAT_R32G32B32A32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32A32_UINT\"] = 3] = \"DXGI_FORMAT_R32G32B32A32_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32A32_SINT\"] = 4] = \"DXGI_FORMAT_R32G32B32A32_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32_TYPELESS\"] = 5] = \"DXGI_FORMAT_R32G32B32_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32_FLOAT\"] = 6] = \"DXGI_FORMAT_R32G32B32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32_UINT\"] = 7] = \"DXGI_FORMAT_R32G32B32_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32_SINT\"] = 8] = \"DXGI_FORMAT_R32G32B32_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_TYPELESS\"] = 9] = \"DXGI_FORMAT_R16G16B16A16_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_FLOAT\"] = 10] = \"DXGI_FORMAT_R16G16B16A16_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_UNORM\"] = 11] = \"DXGI_FORMAT_R16G16B16A16_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_UINT\"] = 12] = \"DXGI_FORMAT_R16G16B16A16_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_SNORM\"] = 13] = \"DXGI_FORMAT_R16G16B16A16_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_SINT\"] = 14] = \"DXGI_FORMAT_R16G16B16A16_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32_TYPELESS\"] = 15] = \"DXGI_FORMAT_R32G32_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32_FLOAT\"] = 16] = \"DXGI_FORMAT_R32G32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32_UINT\"] = 17] = \"DXGI_FORMAT_R32G32_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32_SINT\"] = 18] = \"DXGI_FORMAT_R32G32_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G8X24_TYPELESS\"] = 19] = \"DXGI_FORMAT_R32G8X24_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\"] = 20] = \"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\"] = 21] = \"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\"] = 22] = \"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R10G10B10A2_TYPELESS\"] = 23] = \"DXGI_FORMAT_R10G10B10A2_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R10G10B10A2_UNORM\"] = 24] = \"DXGI_FORMAT_R10G10B10A2_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R10G10B10A2_UINT\"] = 25] = \"DXGI_FORMAT_R10G10B10A2_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R11G11B10_FLOAT\"] = 26] = \"DXGI_FORMAT_R11G11B10_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_TYPELESS\"] = 27] = \"DXGI_FORMAT_R8G8B8A8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_UNORM\"] = 28] = \"DXGI_FORMAT_R8G8B8A8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\"] = 29] = \"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_UINT\"] = 30] = \"DXGI_FORMAT_R8G8B8A8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_SNORM\"] = 31] = \"DXGI_FORMAT_R8G8B8A8_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_SINT\"] = 32] = \"DXGI_FORMAT_R8G8B8A8_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_TYPELESS\"] = 33] = \"DXGI_FORMAT_R16G16_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_FLOAT\"] = 34] = \"DXGI_FORMAT_R16G16_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_UNORM\"] = 35] = \"DXGI_FORMAT_R16G16_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_UINT\"] = 36] = \"DXGI_FORMAT_R16G16_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_SNORM\"] = 37] = \"DXGI_FORMAT_R16G16_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_SINT\"] = 38] = \"DXGI_FORMAT_R16G16_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_TYPELESS\"] = 39] = \"DXGI_FORMAT_R32_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_D32_FLOAT\"] = 40] = \"DXGI_FORMAT_D32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_FLOAT\"] = 41] = \"DXGI_FORMAT_R32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_UINT\"] = 42] = \"DXGI_FORMAT_R32_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_SINT\"] = 43] = \"DXGI_FORMAT_R32_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R24G8_TYPELESS\"] = 44] = \"DXGI_FORMAT_R24G8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_D24_UNORM_S8_UINT\"] = 45] = \"DXGI_FORMAT_D24_UNORM_S8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\"] = 46] = \"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_X24_TYPELESS_G8_UINT\"] = 47] = \"DXGI_FORMAT_X24_TYPELESS_G8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_TYPELESS\"] = 48] = \"DXGI_FORMAT_R8G8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_UNORM\"] = 49] = \"DXGI_FORMAT_R8G8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_UINT\"] = 50] = \"DXGI_FORMAT_R8G8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_SNORM\"] = 51] = \"DXGI_FORMAT_R8G8_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_SINT\"] = 52] = \"DXGI_FORMAT_R8G8_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_TYPELESS\"] = 53] = \"DXGI_FORMAT_R16_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_FLOAT\"] = 54] = \"DXGI_FORMAT_R16_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_D16_UNORM\"] = 55] = \"DXGI_FORMAT_D16_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_UNORM\"] = 56] = \"DXGI_FORMAT_R16_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_UINT\"] = 57] = \"DXGI_FORMAT_R16_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_SNORM\"] = 58] = \"DXGI_FORMAT_R16_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_SINT\"] = 59] = \"DXGI_FORMAT_R16_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_TYPELESS\"] = 60] = \"DXGI_FORMAT_R8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_UNORM\"] = 61] = \"DXGI_FORMAT_R8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_UINT\"] = 62] = \"DXGI_FORMAT_R8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_SNORM\"] = 63] = \"DXGI_FORMAT_R8_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_SINT\"] = 64] = \"DXGI_FORMAT_R8_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_A8_UNORM\"] = 65] = \"DXGI_FORMAT_A8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R1_UNORM\"] = 66] = \"DXGI_FORMAT_R1_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\"] = 67] = \"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_B8G8_UNORM\"] = 68] = \"DXGI_FORMAT_R8G8_B8G8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_G8R8_G8B8_UNORM\"] = 69] = \"DXGI_FORMAT_G8R8_G8B8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC1_TYPELESS\"] = 70] = \"DXGI_FORMAT_BC1_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC1_UNORM\"] = 71] = \"DXGI_FORMAT_BC1_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC1_UNORM_SRGB\"] = 72] = \"DXGI_FORMAT_BC1_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC2_TYPELESS\"] = 73] = \"DXGI_FORMAT_BC2_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC2_UNORM\"] = 74] = \"DXGI_FORMAT_BC2_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC2_UNORM_SRGB\"] = 75] = \"DXGI_FORMAT_BC2_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC3_TYPELESS\"] = 76] = \"DXGI_FORMAT_BC3_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC3_UNORM\"] = 77] = \"DXGI_FORMAT_BC3_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC3_UNORM_SRGB\"] = 78] = \"DXGI_FORMAT_BC3_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC4_TYPELESS\"] = 79] = \"DXGI_FORMAT_BC4_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC4_UNORM\"] = 80] = \"DXGI_FORMAT_BC4_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC4_SNORM\"] = 81] = \"DXGI_FORMAT_BC4_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC5_TYPELESS\"] = 82] = \"DXGI_FORMAT_BC5_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC5_UNORM\"] = 83] = \"DXGI_FORMAT_BC5_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC5_SNORM\"] = 84] = \"DXGI_FORMAT_BC5_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B5G6R5_UNORM\"] = 85] = \"DXGI_FORMAT_B5G6R5_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B5G5R5A1_UNORM\"] = 86] = \"DXGI_FORMAT_B5G5R5A1_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8A8_UNORM\"] = 87] = \"DXGI_FORMAT_B8G8R8A8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8X8_UNORM\"] = 88] = \"DXGI_FORMAT_B8G8R8X8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\"] = 89] = \"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8A8_TYPELESS\"] = 90] = \"DXGI_FORMAT_B8G8R8A8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\"] = 91] = \"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8X8_TYPELESS\"] = 92] = \"DXGI_FORMAT_B8G8R8X8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\"] = 93] = \"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC6H_TYPELESS\"] = 94] = \"DXGI_FORMAT_BC6H_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC6H_UF16\"] = 95] = \"DXGI_FORMAT_BC6H_UF16\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC6H_SF16\"] = 96] = \"DXGI_FORMAT_BC6H_SF16\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC7_TYPELESS\"] = 97] = \"DXGI_FORMAT_BC7_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC7_UNORM\"] = 98] = \"DXGI_FORMAT_BC7_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC7_UNORM_SRGB\"] = 99] = \"DXGI_FORMAT_BC7_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_AYUV\"] = 100] = \"DXGI_FORMAT_AYUV\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_Y410\"] = 101] = \"DXGI_FORMAT_Y410\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_Y416\"] = 102] = \"DXGI_FORMAT_Y416\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_NV12\"] = 103] = \"DXGI_FORMAT_NV12\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_P010\"] = 104] = \"DXGI_FORMAT_P010\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_P016\"] = 105] = \"DXGI_FORMAT_P016\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_420_OPAQUE\"] = 106] = \"DXGI_FORMAT_420_OPAQUE\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_YUY2\"] = 107] = \"DXGI_FORMAT_YUY2\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_Y210\"] = 108] = \"DXGI_FORMAT_Y210\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_Y216\"] = 109] = \"DXGI_FORMAT_Y216\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_NV11\"] = 110] = \"DXGI_FORMAT_NV11\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_AI44\"] = 111] = \"DXGI_FORMAT_AI44\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_IA44\"] = 112] = \"DXGI_FORMAT_IA44\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_P8\"] = 113] = \"DXGI_FORMAT_P8\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_A8P8\"] = 114] = \"DXGI_FORMAT_A8P8\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B4G4R4A4_UNORM\"] = 115] = \"DXGI_FORMAT_B4G4R4A4_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_P208\"] = 116] = \"DXGI_FORMAT_P208\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_V208\"] = 117] = \"DXGI_FORMAT_V208\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_V408\"] = 118] = \"DXGI_FORMAT_V408\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\"] = 119] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\"] = 120] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_FORCE_UINT\"] = 121] = \"DXGI_FORMAT_FORCE_UINT\";\n return DXGI_FORMAT2;\n})(DXGI_FORMAT || {});\nvar D3D10_RESOURCE_DIMENSION = /* @__PURE__ */ ((D3D10_RESOURCE_DIMENSION2) => {\n D3D10_RESOURCE_DIMENSION2[D3D10_RESOURCE_DIMENSION2[\"DDS_DIMENSION_TEXTURE1D\"] = 2] = \"DDS_DIMENSION_TEXTURE1D\";\n D3D10_RESOURCE_DIMENSION2[D3D10_RESOURCE_DIMENSION2[\"DDS_DIMENSION_TEXTURE2D\"] = 3] = \"DDS_DIMENSION_TEXTURE2D\";\n D3D10_RESOURCE_DIMENSION2[D3D10_RESOURCE_DIMENSION2[\"DDS_DIMENSION_TEXTURE3D\"] = 6] = \"DDS_DIMENSION_TEXTURE3D\";\n return D3D10_RESOURCE_DIMENSION2;\n})(D3D10_RESOURCE_DIMENSION || {});\nconst PF_FLAGS = 1;\nconst DDPF_ALPHA = 2;\nconst DDPF_FOURCC = 4;\nconst DDPF_RGB = 64;\nconst DDPF_YUV = 512;\nconst DDPF_LUMINANCE = 131072;\nconst FOURCC_DXT1 = 827611204;\nconst FOURCC_DXT3 = 861165636;\nconst FOURCC_DXT5 = 894720068;\nconst FOURCC_DX10 = 808540228;\nconst DDS_RESOURCE_MISC_TEXTURECUBE = 4;\nconst FOURCC_TO_FORMAT = {\n [FOURCC_DXT1]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n [FOURCC_DXT3]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n [FOURCC_DXT5]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT\n};\nconst DXGI_TO_FORMAT = {\n [70 /* DXGI_FORMAT_BC1_TYPELESS */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n [71 /* DXGI_FORMAT_BC1_UNORM */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n [73 /* DXGI_FORMAT_BC2_TYPELESS */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n [74 /* DXGI_FORMAT_BC2_UNORM */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n [76 /* DXGI_FORMAT_BC3_TYPELESS */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n [77 /* DXGI_FORMAT_BC3_UNORM */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n [72 /* DXGI_FORMAT_BC1_UNORM_SRGB */]: INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,\n [75 /* DXGI_FORMAT_BC2_UNORM_SRGB */]: INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,\n [78 /* DXGI_FORMAT_BC3_UNORM_SRGB */]: INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\n};\nfunction parseDDS(arrayBuffer) {\n const data = new Uint32Array(arrayBuffer);\n const magicWord = data[0];\n if (magicWord !== DDS_MAGIC) {\n throw new Error(\"Invalid DDS file magic word\");\n }\n const header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n const height = header[DDS_FIELDS.HEIGHT];\n const width = header[DDS_FIELDS.WIDTH];\n const mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT];\n const pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n const formatFlags = pixelFormat[PF_FLAGS];\n if (formatFlags & DDPF_FOURCC) {\n const fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC];\n if (fourCC !== FOURCC_DX10) {\n const internalFormat2 = FOURCC_TO_FORMAT[fourCC];\n const dataOffset2 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n const texData = new Uint8Array(arrayBuffer, dataOffset2);\n const resource = new CompressedTextureResource(texData, {\n format: internalFormat2,\n width,\n height,\n levels: mipmapCount\n });\n return [resource];\n }\n const dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n const dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n const dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT];\n const resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION];\n const miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG];\n const arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE];\n const internalFormat = DXGI_TO_FORMAT[dxgiFormat];\n if (internalFormat === void 0) {\n throw new Error(`DDSParser cannot parse texture data with DXGI format ${dxgiFormat}`);\n }\n if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) {\n throw new Error(\"DDSParser does not support cubemap textures\");\n }\n if (resourceDimension === 6 /* DDS_DIMENSION_TEXTURE3D */) {\n throw new Error(\"DDSParser does not supported 3D texture data\");\n }\n const imageBuffers = new Array();\n const dataOffset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE + DDS_HEADER_DX10_SIZE;\n if (arraySize === 1) {\n imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset));\n } else {\n const pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat];\n let imageSize = 0;\n let levelWidth = width;\n let levelHeight = height;\n for (let i = 0; i < mipmapCount; i++) {\n const alignedLevelWidth = Math.max(1, levelWidth + 3 & ~3);\n const alignedLevelHeight = Math.max(1, levelHeight + 3 & ~3);\n const levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize;\n imageSize += levelSize;\n levelWidth = levelWidth >>> 1;\n levelHeight = levelHeight >>> 1;\n }\n let imageOffset = dataOffset;\n for (let i = 0; i < arraySize; i++) {\n imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize));\n imageOffset += imageSize;\n }\n }\n return imageBuffers.map((buffer) => new CompressedTextureResource(buffer, {\n format: internalFormat,\n width,\n height,\n levels: mipmapCount\n }));\n }\n if (formatFlags & DDPF_RGB) {\n throw new Error(\"DDSParser does not support uncompressed texture data.\");\n }\n if (formatFlags & DDPF_YUV) {\n throw new Error(\"DDSParser does not supported YUV uncompressed texture data.\");\n }\n if (formatFlags & DDPF_LUMINANCE) {\n throw new Error(\"DDSParser does not support single-channel (lumninance) texture data!\");\n }\n if (formatFlags & DDPF_ALPHA) {\n throw new Error(\"DDSParser does not support single-channel (alpha) texture data!\");\n }\n throw new Error(\"DDSParser failed to load a texture file due to an unknown reason!\");\n}\n\nexport { parseDDS };\n//# sourceMappingURL=parseDDS.mjs.map\n","import { TYPES, FORMATS, BufferResource } from '@pixi/core';\nimport { INTERNAL_FORMAT_TO_BYTES_PER_PIXEL } from '../const.mjs';\nimport '../resources/index.mjs';\nimport { CompressedTextureResource } from '../resources/CompressedTextureResource.mjs';\n\nconst FILE_IDENTIFIER = [171, 75, 84, 88, 32, 49, 49, 187, 13, 10, 26, 10];\nconst ENDIANNESS = 67305985;\nconst KTX_FIELDS = {\n FILE_IDENTIFIER: 0,\n ENDIANNESS: 12,\n GL_TYPE: 16,\n GL_TYPE_SIZE: 20,\n GL_FORMAT: 24,\n GL_INTERNAL_FORMAT: 28,\n GL_BASE_INTERNAL_FORMAT: 32,\n PIXEL_WIDTH: 36,\n PIXEL_HEIGHT: 40,\n PIXEL_DEPTH: 44,\n NUMBER_OF_ARRAY_ELEMENTS: 48,\n NUMBER_OF_FACES: 52,\n NUMBER_OF_MIPMAP_LEVELS: 56,\n BYTES_OF_KEY_VALUE_DATA: 60\n};\nconst FILE_HEADER_SIZE = 64;\nconst TYPES_TO_BYTES_PER_COMPONENT = {\n [TYPES.UNSIGNED_BYTE]: 1,\n [TYPES.UNSIGNED_SHORT]: 2,\n [TYPES.INT]: 4,\n [TYPES.UNSIGNED_INT]: 4,\n [TYPES.FLOAT]: 4,\n [TYPES.HALF_FLOAT]: 8\n};\nconst FORMATS_TO_COMPONENTS = {\n [FORMATS.RGBA]: 4,\n [FORMATS.RGB]: 3,\n [FORMATS.RG]: 2,\n [FORMATS.RED]: 1,\n [FORMATS.LUMINANCE]: 1,\n [FORMATS.LUMINANCE_ALPHA]: 2,\n [FORMATS.ALPHA]: 1\n};\nconst TYPES_TO_BYTES_PER_PIXEL = {\n [TYPES.UNSIGNED_SHORT_4_4_4_4]: 2,\n [TYPES.UNSIGNED_SHORT_5_5_5_1]: 2,\n [TYPES.UNSIGNED_SHORT_5_6_5]: 2\n};\nfunction parseKTX(url, arrayBuffer, loadKeyValueData = false) {\n const dataView = new DataView(arrayBuffer);\n if (!validate(url, dataView)) {\n return null;\n }\n const littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS;\n const glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian);\n const glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian);\n const glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian);\n const pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian);\n const pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1;\n const pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1;\n const numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1;\n const numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian);\n const numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian);\n const bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian);\n if (pixelHeight === 0 || pixelDepth !== 1) {\n throw new Error(\"Only 2D textures are supported\");\n }\n if (numberOfFaces !== 1) {\n throw new Error(\"CubeTextures are not supported by KTXLoader yet!\");\n }\n if (numberOfArrayElements !== 1) {\n throw new Error(\"WebGL does not support array textures\");\n }\n const blockWidth = 4;\n const blockHeight = 4;\n const alignedWidth = pixelWidth + 3 & ~3;\n const alignedHeight = pixelHeight + 3 & ~3;\n const imageBuffers = new Array(numberOfArrayElements);\n let imagePixels = pixelWidth * pixelHeight;\n if (glType === 0) {\n imagePixels = alignedWidth * alignedHeight;\n }\n let imagePixelByteSize;\n if (glType !== 0) {\n if (TYPES_TO_BYTES_PER_COMPONENT[glType]) {\n imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat];\n } else {\n imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType];\n }\n } else {\n imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat];\n }\n if (imagePixelByteSize === void 0) {\n throw new Error(\"Unable to resolve the pixel format stored in the *.ktx file!\");\n }\n const kvData = loadKeyValueData ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) : null;\n const imageByteSize = imagePixels * imagePixelByteSize;\n let mipByteSize = imageByteSize;\n let mipWidth = pixelWidth;\n let mipHeight = pixelHeight;\n let alignedMipWidth = alignedWidth;\n let alignedMipHeight = alignedHeight;\n let imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData;\n for (let mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) {\n const imageSize = dataView.getUint32(imageOffset, littleEndian);\n let elementOffset = imageOffset + 4;\n for (let arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) {\n let mips = imageBuffers[arrayElement];\n if (!mips) {\n mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels);\n }\n mips[mipmapLevel] = {\n levelID: mipmapLevel,\n levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth,\n levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight,\n levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize)\n };\n elementOffset += mipByteSize;\n }\n imageOffset += imageSize + 4;\n imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - imageOffset % 4 : imageOffset;\n mipWidth = mipWidth >> 1 || 1;\n mipHeight = mipHeight >> 1 || 1;\n alignedMipWidth = mipWidth + blockWidth - 1 & ~(blockWidth - 1);\n alignedMipHeight = mipHeight + blockHeight - 1 & ~(blockHeight - 1);\n mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize;\n }\n if (glType !== 0) {\n return {\n uncompressed: imageBuffers.map((levelBuffers) => {\n let buffer = levelBuffers[0].levelBuffer;\n let convertToInt = false;\n if (glType === TYPES.FLOAT) {\n buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n } else if (glType === TYPES.UNSIGNED_INT) {\n convertToInt = true;\n buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n } else if (glType === TYPES.INT) {\n convertToInt = true;\n buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n return {\n resource: new BufferResource(buffer, {\n width: levelBuffers[0].levelWidth,\n height: levelBuffers[0].levelHeight\n }),\n type: glType,\n format: convertToInt ? convertFormatToInteger(glFormat) : glFormat\n };\n }),\n kvData\n };\n }\n return {\n compressed: imageBuffers.map((levelBuffers) => new CompressedTextureResource(null, {\n format: glInternalFormat,\n width: pixelWidth,\n height: pixelHeight,\n levels: numberOfMipmapLevels,\n levelBuffers\n })),\n kvData\n };\n}\nfunction validate(url, dataView) {\n for (let i = 0; i < FILE_IDENTIFIER.length; i++) {\n if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) {\n console.error(`${url} is not a valid *.ktx file!`);\n return false;\n }\n }\n return true;\n}\nfunction convertFormatToInteger(format) {\n switch (format) {\n case FORMATS.RGBA:\n return FORMATS.RGBA_INTEGER;\n case FORMATS.RGB:\n return FORMATS.RGB_INTEGER;\n case FORMATS.RG:\n return FORMATS.RG_INTEGER;\n case FORMATS.RED:\n return FORMATS.RED_INTEGER;\n default:\n return format;\n }\n}\nfunction parseKvData(dataView, bytesOfKeyValueData, littleEndian) {\n const kvData = /* @__PURE__ */ new Map();\n let bytesIntoKeyValueData = 0;\n while (bytesIntoKeyValueData < bytesOfKeyValueData) {\n const keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian);\n const keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4;\n const valuePadding = 3 - (keyAndValueByteSize + 3) % 4;\n if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) {\n console.error(\"KTXLoader: keyAndValueByteSize out of bounds\");\n break;\n }\n let keyNulByte = 0;\n for (; keyNulByte < keyAndValueByteSize; keyNulByte++) {\n if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0) {\n break;\n }\n }\n if (keyNulByte === -1) {\n console.error(\"KTXLoader: Failed to find null byte terminating kvData key\");\n break;\n }\n const key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte));\n const value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1);\n kvData.set(key, value);\n bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding;\n }\n return kvData;\n}\n\nexport { FORMATS_TO_COMPONENTS, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseKTX };\n//# sourceMappingURL=parseKTX.mjs.map\n","import { BufferResource, ViewableBuffer } from '@pixi/core';\n\nclass BlobResource extends BufferResource {\n constructor(source, options = { width: 1, height: 1, autoLoad: true }) {\n let origin;\n let data;\n if (typeof source === \"string\") {\n origin = source;\n data = new Uint8Array();\n } else {\n origin = null;\n data = source;\n }\n super(data, options);\n this.origin = origin;\n this.buffer = data ? new ViewableBuffer(data) : null;\n if (this.origin && options.autoLoad !== false) {\n this.load();\n }\n if (data?.length) {\n this.loaded = true;\n this.onBlobLoaded(this.buffer.rawBinaryData);\n }\n }\n onBlobLoaded(_data) {\n }\n async load() {\n const response = await fetch(this.origin);\n const blob = await response.blob();\n const arrayBuffer = await blob.arrayBuffer();\n this.data = new Uint32Array(arrayBuffer);\n this.buffer = new ViewableBuffer(arrayBuffer);\n this.loaded = true;\n this.onBlobLoaded(arrayBuffer);\n this.update();\n return this;\n }\n}\n\nexport { BlobResource };\n//# sourceMappingURL=BlobResource.mjs.map\n","import { INTERNAL_FORMAT_TO_BYTES_PER_PIXEL } from '../const.mjs';\nimport { BlobResource } from './BlobResource.mjs';\n\nclass CompressedTextureResource extends BlobResource {\n constructor(source, options) {\n super(source, options);\n this.format = options.format;\n this.levels = options.levels || 1;\n this._width = options.width;\n this._height = options.height;\n this._extension = CompressedTextureResource._formatToExtension(this.format);\n if (options.levelBuffers || this.buffer) {\n this._levelBuffers = options.levelBuffers || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : this.buffer.uint8View, this.format, this.levels, 4, 4, this.width, this.height);\n }\n }\n upload(renderer, _texture, _glTexture) {\n const gl = renderer.gl;\n const extension = renderer.context.extensions[this._extension];\n if (!extension) {\n throw new Error(`${this._extension} textures are not supported on the current machine`);\n }\n if (!this._levelBuffers) {\n return false;\n }\n for (let i = 0, j = this.levels; i < j; i++) {\n const { levelID, levelWidth, levelHeight, levelBuffer } = this._levelBuffers[i];\n gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer);\n }\n return true;\n }\n onBlobLoaded() {\n this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, this.width, this.height);\n }\n static _formatToExtension(format) {\n if (format >= 33776 && format <= 33779) {\n return \"s3tc\";\n } else if (format >= 37488 && format <= 37497) {\n return \"etc\";\n } else if (format >= 35840 && format <= 35843) {\n return \"pvrtc\";\n } else if (format >= 36196) {\n return \"etc1\";\n } else if (format >= 35986 && format <= 34798) {\n return \"atc\";\n }\n throw new Error(\"Invalid (compressed) texture format given!\");\n }\n static _createLevelBuffers(buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) {\n const buffers = new Array(levels);\n let offset = buffer.byteOffset;\n let levelWidth = imageWidth;\n let levelHeight = imageHeight;\n let alignedLevelWidth = levelWidth + blockWidth - 1 & ~(blockWidth - 1);\n let alignedLevelHeight = levelHeight + blockHeight - 1 & ~(blockHeight - 1);\n let levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n for (let i = 0; i < levels; i++) {\n buffers[i] = {\n levelID: i,\n levelWidth: levels > 1 ? levelWidth : alignedLevelWidth,\n levelHeight: levels > 1 ? levelHeight : alignedLevelHeight,\n levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize)\n };\n offset += levelSize;\n levelWidth = levelWidth >> 1 || 1;\n levelHeight = levelHeight >> 1 || 1;\n alignedLevelWidth = levelWidth + blockWidth - 1 & ~(blockWidth - 1);\n alignedLevelHeight = levelHeight + blockHeight - 1 & ~(blockHeight - 1);\n levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n }\n return buffers;\n }\n}\n\nexport { CompressedTextureResource };\n//# sourceMappingURL=CompressedTextureResource.mjs.map\n","export { BlobResource } from './BlobResource.mjs';\nexport { CompressedTextureResource } from './CompressedTextureResource.mjs';\n//# sourceMappingURL=index.mjs.map\n","var ENV = /* @__PURE__ */ ((ENV2) => {\n ENV2[ENV2[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV2[ENV2[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV2[ENV2[\"WEBGL2\"] = 2] = \"WEBGL2\";\n return ENV2;\n})(ENV || {});\nvar RENDERER_TYPE = /* @__PURE__ */ ((RENDERER_TYPE2) => {\n RENDERER_TYPE2[RENDERER_TYPE2[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE2[RENDERER_TYPE2[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE2[RENDERER_TYPE2[\"CANVAS\"] = 2] = \"CANVAS\";\n return RENDERER_TYPE2;\n})(RENDERER_TYPE || {});\nvar BUFFER_BITS = /* @__PURE__ */ ((BUFFER_BITS2) => {\n BUFFER_BITS2[BUFFER_BITS2[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS2[BUFFER_BITS2[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS2[BUFFER_BITS2[\"STENCIL\"] = 1024] = \"STENCIL\";\n return BUFFER_BITS2;\n})(BUFFER_BITS || {});\nvar BLEND_MODES = /* @__PURE__ */ ((BLEND_MODES2) => {\n BLEND_MODES2[BLEND_MODES2[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES2[BLEND_MODES2[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES2[BLEND_MODES2[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES2[BLEND_MODES2[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES2[BLEND_MODES2[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES2[BLEND_MODES2[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES2[BLEND_MODES2[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES2[BLEND_MODES2[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES2[BLEND_MODES2[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES2[BLEND_MODES2[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES2[BLEND_MODES2[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES2[BLEND_MODES2[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES2[BLEND_MODES2[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES2[BLEND_MODES2[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES2[BLEND_MODES2[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES2[BLEND_MODES2[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES2[BLEND_MODES2[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES2[BLEND_MODES2[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES2[BLEND_MODES2[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES2[BLEND_MODES2[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES2[BLEND_MODES2[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES2[BLEND_MODES2[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES2[BLEND_MODES2[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES2[BLEND_MODES2[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES2[BLEND_MODES2[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES2[BLEND_MODES2[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES2[BLEND_MODES2[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES2[BLEND_MODES2[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES2[BLEND_MODES2[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES2[BLEND_MODES2[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES2[BLEND_MODES2[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES2[BLEND_MODES2[\"XOR\"] = 29] = \"XOR\";\n return BLEND_MODES2;\n})(BLEND_MODES || {});\nvar DRAW_MODES = /* @__PURE__ */ ((DRAW_MODES2) => {\n DRAW_MODES2[DRAW_MODES2[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES2[DRAW_MODES2[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES2[DRAW_MODES2[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES2[DRAW_MODES2[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES2[DRAW_MODES2[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES2[DRAW_MODES2[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES2[DRAW_MODES2[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n return DRAW_MODES2;\n})(DRAW_MODES || {});\nvar FORMATS = /* @__PURE__ */ ((FORMATS2) => {\n FORMATS2[FORMATS2[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS2[FORMATS2[\"RGB\"] = 6407] = \"RGB\";\n FORMATS2[FORMATS2[\"RG\"] = 33319] = \"RG\";\n FORMATS2[FORMATS2[\"RED\"] = 6403] = \"RED\";\n FORMATS2[FORMATS2[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS2[FORMATS2[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS2[FORMATS2[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS2[FORMATS2[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS2[FORMATS2[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS2[FORMATS2[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS2[FORMATS2[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS2[FORMATS2[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS2[FORMATS2[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n return FORMATS2;\n})(FORMATS || {});\nvar TARGETS = /* @__PURE__ */ ((TARGETS2) => {\n TARGETS2[TARGETS2[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS2[TARGETS2[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n return TARGETS2;\n})(TARGETS || {});\nvar TYPES = /* @__PURE__ */ ((TYPES2) => {\n TYPES2[TYPES2[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES2[TYPES2[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES2[TYPES2[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES2[TYPES2[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES2[TYPES2[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES2[TYPES2[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES2[TYPES2[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES2[TYPES2[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES2[TYPES2[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES2[TYPES2[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES2[TYPES2[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES2[TYPES2[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES2[TYPES2[\"INT\"] = 5124] = \"INT\";\n TYPES2[TYPES2[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES2[TYPES2[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES2[TYPES2[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n return TYPES2;\n})(TYPES || {});\nvar SAMPLER_TYPES = /* @__PURE__ */ ((SAMPLER_TYPES2) => {\n SAMPLER_TYPES2[SAMPLER_TYPES2[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES2[SAMPLER_TYPES2[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES2[SAMPLER_TYPES2[\"UINT\"] = 2] = \"UINT\";\n return SAMPLER_TYPES2;\n})(SAMPLER_TYPES || {});\nvar SCALE_MODES = /* @__PURE__ */ ((SCALE_MODES2) => {\n SCALE_MODES2[SCALE_MODES2[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES2[SCALE_MODES2[\"LINEAR\"] = 1] = \"LINEAR\";\n return SCALE_MODES2;\n})(SCALE_MODES || {});\nvar WRAP_MODES = /* @__PURE__ */ ((WRAP_MODES2) => {\n WRAP_MODES2[WRAP_MODES2[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES2[WRAP_MODES2[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES2[WRAP_MODES2[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n return WRAP_MODES2;\n})(WRAP_MODES || {});\nvar MIPMAP_MODES = /* @__PURE__ */ ((MIPMAP_MODES2) => {\n MIPMAP_MODES2[MIPMAP_MODES2[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES2[MIPMAP_MODES2[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES2[MIPMAP_MODES2[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES2[MIPMAP_MODES2[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n return MIPMAP_MODES2;\n})(MIPMAP_MODES || {});\nvar ALPHA_MODES = /* @__PURE__ */ ((ALPHA_MODES2) => {\n ALPHA_MODES2[ALPHA_MODES2[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES2[ALPHA_MODES2[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES2[ALPHA_MODES2[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES2[ALPHA_MODES2[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES2[ALPHA_MODES2[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES2[ALPHA_MODES2[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n return ALPHA_MODES2;\n})(ALPHA_MODES || {});\nvar CLEAR_MODES = /* @__PURE__ */ ((CLEAR_MODES2) => {\n CLEAR_MODES2[CLEAR_MODES2[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES2[CLEAR_MODES2[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES2[CLEAR_MODES2[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES2[CLEAR_MODES2[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES2[CLEAR_MODES2[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES2[CLEAR_MODES2[\"BLIT\"] = 2] = \"BLIT\";\n return CLEAR_MODES2;\n})(CLEAR_MODES || {});\nvar GC_MODES = /* @__PURE__ */ ((GC_MODES2) => {\n GC_MODES2[GC_MODES2[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES2[GC_MODES2[\"MANUAL\"] = 1] = \"MANUAL\";\n return GC_MODES2;\n})(GC_MODES || {});\nvar PRECISION = /* @__PURE__ */ ((PRECISION2) => {\n PRECISION2[\"LOW\"] = \"lowp\";\n PRECISION2[\"MEDIUM\"] = \"mediump\";\n PRECISION2[\"HIGH\"] = \"highp\";\n return PRECISION2;\n})(PRECISION || {});\nvar MASK_TYPES = /* @__PURE__ */ ((MASK_TYPES2) => {\n MASK_TYPES2[MASK_TYPES2[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES2[MASK_TYPES2[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES2[MASK_TYPES2[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES2[MASK_TYPES2[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES2[MASK_TYPES2[\"COLOR\"] = 4] = \"COLOR\";\n return MASK_TYPES2;\n})(MASK_TYPES || {});\nvar COLOR_MASK_BITS = /* @__PURE__ */ ((COLOR_MASK_BITS2) => {\n COLOR_MASK_BITS2[COLOR_MASK_BITS2[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS2[COLOR_MASK_BITS2[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS2[COLOR_MASK_BITS2[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS2[COLOR_MASK_BITS2[\"ALPHA\"] = 8] = \"ALPHA\";\n return COLOR_MASK_BITS2;\n})(COLOR_MASK_BITS || {});\nvar MSAA_QUALITY = /* @__PURE__ */ ((MSAA_QUALITY2) => {\n MSAA_QUALITY2[MSAA_QUALITY2[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY2[MSAA_QUALITY2[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY2[MSAA_QUALITY2[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY2[MSAA_QUALITY2[\"HIGH\"] = 8] = \"HIGH\";\n return MSAA_QUALITY2;\n})(MSAA_QUALITY || {});\nvar BUFFER_TYPE = /* @__PURE__ */ ((BUFFER_TYPE2) => {\n BUFFER_TYPE2[BUFFER_TYPE2[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE2[BUFFER_TYPE2[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n BUFFER_TYPE2[BUFFER_TYPE2[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n return BUFFER_TYPE2;\n})(BUFFER_TYPE || {});\n\nexport { ALPHA_MODES, BLEND_MODES, BUFFER_BITS, BUFFER_TYPE, CLEAR_MODES, COLOR_MASK_BITS, DRAW_MODES, ENV, FORMATS, GC_MODES, MASK_TYPES, MIPMAP_MODES, MSAA_QUALITY, PRECISION, RENDERER_TYPE, SAMPLER_TYPES, SCALE_MODES, TARGETS, TYPES, WRAP_MODES };\n//# sourceMappingURL=index.mjs.map\n","\n//# sourceMappingURL=IRenderer.mjs.map\n","import { RENDERER_TYPE } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { Matrix } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { deprecation, isWebGLSupported } from '@pixi/utils';\nimport { UniformGroup } from './shader/UniformGroup.mjs';\nimport { SystemManager } from './system/SystemManager.mjs';\n\nconst _Renderer = class extends SystemManager {\n constructor(options) {\n super();\n this.type = RENDERER_TYPE.WEBGL;\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n this.gl = null;\n this.CONTEXT_UID = 0;\n this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix()\n }, true);\n const systemConfig = {\n runners: [\n \"init\",\n \"destroy\",\n \"contextChange\",\n \"resolutionChange\",\n \"reset\",\n \"update\",\n \"postrender\",\n \"prerender\",\n \"resize\"\n ],\n systems: _Renderer.__systems,\n priority: [\n \"_view\",\n \"textureGenerator\",\n \"background\",\n \"_plugin\",\n \"startup\",\n \"context\",\n \"state\",\n \"texture\",\n \"buffer\",\n \"geometry\",\n \"framebuffer\",\n \"transformFeedback\",\n \"mask\",\n \"scissor\",\n \"stencil\",\n \"projection\",\n \"textureGC\",\n \"filter\",\n \"renderTexture\",\n \"batch\",\n \"objectRenderer\",\n \"_multisample\"\n ]\n };\n this.setup(systemConfig);\n if (\"useContextAlpha\" in options) {\n deprecation(\"7.0.0\", \"options.useContextAlpha is deprecated, use options.premultipliedAlpha and options.backgroundAlpha instead\");\n options.premultipliedAlpha = options.useContextAlpha && options.useContextAlpha !== \"notMultiplied\";\n options.backgroundAlpha = options.useContextAlpha === false ? 1 : options.backgroundAlpha;\n }\n this._plugin.rendererPlugins = _Renderer.__plugins;\n this.options = options;\n this.startup.run(this.options);\n }\n static test(options) {\n if (options?.forceCanvas) {\n return false;\n }\n return isWebGLSupported();\n }\n render(displayObject, options) {\n this.objectRenderer.render(displayObject, options);\n }\n resize(desiredScreenWidth, desiredScreenHeight) {\n this._view.resizeView(desiredScreenWidth, desiredScreenHeight);\n }\n reset() {\n this.runners.reset.emit();\n return this;\n }\n clear() {\n this.renderTexture.bind();\n this.renderTexture.clear();\n }\n destroy(removeView = false) {\n this.runners.destroy.items.reverse();\n this.emitWithCustomOptions(this.runners.destroy, {\n _view: removeView\n });\n super.destroy();\n }\n get plugins() {\n return this._plugin.plugins;\n }\n get multisample() {\n return this._multisample.multisample;\n }\n get width() {\n return this._view.element.width;\n }\n get height() {\n return this._view.element.height;\n }\n get resolution() {\n return this._view.resolution;\n }\n set resolution(value) {\n this._view.resolution = value;\n this.runners.resolutionChange.emit(value);\n }\n get autoDensity() {\n return this._view.autoDensity;\n }\n get view() {\n return this._view.element;\n }\n get screen() {\n return this._view.screen;\n }\n get lastObjectRendered() {\n return this.objectRenderer.lastObjectRendered;\n }\n get renderingToScreen() {\n return this.objectRenderer.renderingToScreen;\n }\n get rendererLogId() {\n return `WebGL ${this.context.webGLVersion}`;\n }\n get clearBeforeRender() {\n deprecation(\"7.0.0\", \"renderer.clearBeforeRender has been deprecated, please use renderer.background.clearBeforeRender instead.\");\n return this.background.clearBeforeRender;\n }\n get useContextAlpha() {\n deprecation(\"7.0.0\", \"renderer.useContextAlpha has been deprecated, please use renderer.context.premultipliedAlpha instead.\");\n return this.context.useContextAlpha;\n }\n get preserveDrawingBuffer() {\n deprecation(\"7.0.0\", \"renderer.preserveDrawingBuffer has been deprecated, we cannot truly know this unless pixi created the context\");\n return this.context.preserveDrawingBuffer;\n }\n get backgroundColor() {\n deprecation(\"7.0.0\", \"renderer.backgroundColor has been deprecated, use renderer.background.color instead.\");\n return this.background.color;\n }\n set backgroundColor(value) {\n deprecation(\"7.0.0\", \"renderer.backgroundColor has been deprecated, use renderer.background.color instead.\");\n this.background.color = value;\n }\n get backgroundAlpha() {\n deprecation(\"7.0.0\", \"renderer.backgroundAlpha has been deprecated, use renderer.background.alpha instead.\");\n return this.background.alpha;\n }\n set backgroundAlpha(value) {\n deprecation(\"7.0.0\", \"renderer.backgroundAlpha has been deprecated, use renderer.background.alpha instead.\");\n this.background.alpha = value;\n }\n get powerPreference() {\n deprecation(\"7.0.0\", \"renderer.powerPreference has been deprecated, we can only know this if pixi creates the context\");\n return this.context.powerPreference;\n }\n generateTexture(displayObject, options) {\n return this.textureGenerator.generateTexture(displayObject, options);\n }\n};\nlet Renderer = _Renderer;\nRenderer.extension = {\n type: ExtensionType.Renderer,\n priority: 1\n};\nRenderer.__plugins = {};\nRenderer.__systems = {};\nextensions.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\nextensions.handleByMap(ExtensionType.RendererSystem, Renderer.__systems);\nextensions.add(Renderer);\n\nexport { Renderer };\n//# sourceMappingURL=Renderer.mjs.map\n","import { extensions, ExtensionType } from '@pixi/extensions';\n\nconst renderers = [];\nextensions.handleByList(ExtensionType.Renderer, renderers);\nfunction autoDetectRenderer(options) {\n for (const RendererType of renderers) {\n if (RendererType.test(options)) {\n return new RendererType(options);\n }\n }\n throw new Error(\"Unable to auto-detect a suitable renderer.\");\n}\n\nexport { autoDetectRenderer };\n//# sourceMappingURL=autoDetectRenderer.mjs.map\n","import { Color } from '@pixi/color';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass BackgroundSystem {\n constructor() {\n this.clearBeforeRender = true;\n this._backgroundColor = new Color(0);\n this.alpha = 1;\n }\n init(options) {\n this.clearBeforeRender = options.clearBeforeRender;\n const { backgroundColor, background, backgroundAlpha } = options;\n const color = background ?? backgroundColor;\n if (color !== void 0) {\n this.color = color;\n }\n this.alpha = backgroundAlpha;\n }\n get color() {\n return this._backgroundColor.value;\n }\n set color(value) {\n this._backgroundColor.setValue(value);\n }\n get alpha() {\n return this._backgroundColor.alpha;\n }\n set alpha(value) {\n this._backgroundColor.setAlpha(value);\n }\n get backgroundColor() {\n return this._backgroundColor;\n }\n destroy() {\n }\n}\nBackgroundSystem.defaultOptions = {\n backgroundAlpha: 1,\n backgroundColor: 0,\n clearBeforeRender: true\n};\nBackgroundSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"background\"\n};\nextensions.add(BackgroundSystem);\n\nexport { BackgroundSystem };\n//# sourceMappingURL=BackgroundSystem.mjs.map\n","import { DRAW_MODES } from '@pixi/constants';\n\nclass BatchDrawCall {\n constructor() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n}\n\nexport { BatchDrawCall };\n//# sourceMappingURL=BatchDrawCall.mjs.map\n","import { TYPES } from '@pixi/constants';\nimport { Buffer } from '../geometry/Buffer.mjs';\nimport { Geometry } from '../geometry/Geometry.mjs';\n\nclass BatchGeometry extends Geometry {\n constructor(_static = false) {\n super();\n this._buffer = new Buffer(null, _static, false);\n this._indexBuffer = new Buffer(null, _static, true);\n this.addAttribute(\"aVertexPosition\", this._buffer, 2, false, TYPES.FLOAT).addAttribute(\"aTextureCoord\", this._buffer, 2, false, TYPES.FLOAT).addAttribute(\"aColor\", this._buffer, 4, true, TYPES.UNSIGNED_BYTE).addAttribute(\"aTextureId\", this._buffer, 1, true, TYPES.FLOAT).addIndex(this._indexBuffer);\n }\n}\n\nexport { BatchGeometry };\n//# sourceMappingURL=BatchGeometry.mjs.map\n","import { Color } from '@pixi/color';\nimport { ENV } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { settings } from '@pixi/settings';\nimport { deprecation, premultiplyBlendMode, nextPow2, log2 } from '@pixi/utils';\nimport { ViewableBuffer } from '../geometry/ViewableBuffer.mjs';\nimport { checkMaxIfStatementsInShader } from '../shader/utils/checkMaxIfStatementsInShader.mjs';\nimport { State } from '../state/State.mjs';\nimport { BaseTexture } from '../textures/BaseTexture.mjs';\nimport { BatchDrawCall } from './BatchDrawCall.mjs';\nimport { BatchGeometry } from './BatchGeometry.mjs';\nimport { BatchShaderGenerator } from './BatchShaderGenerator.mjs';\nimport { BatchTextureArray } from './BatchTextureArray.mjs';\nimport { canUploadSameBuffer } from './canUploadSameBuffer.mjs';\nimport { maxRecommendedTextures } from './maxRecommendedTextures.mjs';\nimport { ObjectRenderer } from './ObjectRenderer.mjs';\nimport defaultFragment from './texture.mjs';\nimport defaultVertex from './texture2.mjs';\n\nconst _BatchRenderer = class extends ObjectRenderer {\n constructor(renderer) {\n super(renderer);\n this.setShaderGenerator();\n this.geometryClass = BatchGeometry;\n this.vertexSize = 6;\n this.state = State.for2d();\n this.size = _BatchRenderer.defaultBatchSize * 4;\n this._vertexCount = 0;\n this._indexCount = 0;\n this._bufferedElements = [];\n this._bufferedTextures = [];\n this._bufferSize = 0;\n this._shader = null;\n this._packedGeometries = [];\n this._packedGeometryPoolSize = 2;\n this._flushId = 0;\n this._aBuffers = {};\n this._iBuffers = {};\n this.maxTextures = 1;\n this.renderer.on(\"prerender\", this.onPrerender, this);\n renderer.runners.contextChange.add(this);\n this._dcIndex = 0;\n this._aIndex = 0;\n this._iIndex = 0;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n this._tempBoundTextures = [];\n }\n static get defaultMaxTextures() {\n this._defaultMaxTextures = this._defaultMaxTextures ?? maxRecommendedTextures(32);\n return this._defaultMaxTextures;\n }\n static set defaultMaxTextures(value) {\n this._defaultMaxTextures = value;\n }\n static get canUploadSameBuffer() {\n this._canUploadSameBuffer = this._canUploadSameBuffer ?? canUploadSameBuffer();\n return this._canUploadSameBuffer;\n }\n static set canUploadSameBuffer(value) {\n this._canUploadSameBuffer = value;\n }\n get MAX_TEXTURES() {\n deprecation(\"7.1.0\", \"BatchRenderer#MAX_TEXTURES renamed to BatchRenderer#maxTextures\");\n return this.maxTextures;\n }\n static get defaultVertexSrc() {\n return defaultVertex;\n }\n static get defaultFragmentTemplate() {\n return defaultFragment;\n }\n setShaderGenerator({\n vertex = _BatchRenderer.defaultVertexSrc,\n fragment = _BatchRenderer.defaultFragmentTemplate\n } = {}) {\n this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n }\n contextChange() {\n const gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.maxTextures = 1;\n } else {\n this.maxTextures = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), _BatchRenderer.defaultMaxTextures);\n this.maxTextures = checkMaxIfStatementsInShader(this.maxTextures, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.maxTextures);\n for (let i = 0; i < this._packedGeometryPoolSize; i++) {\n this._packedGeometries[i] = new this.geometryClass();\n }\n this.initFlushBuffers();\n }\n initFlushBuffers() {\n const {\n _drawCallPool,\n _textureArrayPool\n } = _BatchRenderer;\n const MAX_SPRITES = this.size / 4;\n const MAX_TA = Math.floor(MAX_SPRITES / this.maxTextures) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (let i = 0; i < this.maxTextures; i++) {\n this._tempBoundTextures[i] = null;\n }\n }\n onPrerender() {\n this._flushId = 0;\n }\n render(element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + element.vertexData.length / 2 > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n }\n buildTexturesAndDrawCalls() {\n const {\n _bufferedTextures: textures,\n maxTextures\n } = this;\n const textureArrays = _BatchRenderer._textureArrayPool;\n const batch = this.renderer.batch;\n const boundTextures = this._tempBoundTextures;\n const touch = this.renderer.textureGC.count;\n let TICK = ++BaseTexture._globalBatch;\n let countTexArrays = 0;\n let texArray = textureArrays[0];\n let start = 0;\n batch.copyBoundTextures(boundTextures, maxTextures);\n for (let i = 0; i < this._bufferSize; ++i) {\n const tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= maxTextures) {\n batch.boundArray(texArray, boundTextures, TICK, maxTextures);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, maxTextures);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n for (let i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n }\n buildDrawCalls(texArray, start, finish) {\n const {\n _bufferedElements: elements,\n _attributeBuffer,\n _indexBuffer,\n vertexSize\n } = this;\n const drawCalls = _BatchRenderer._drawCallPool;\n let dcIndex = this._dcIndex;\n let aIndex = this._aIndex;\n let iIndex = this._iIndex;\n let drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (let i = start; i < finish; ++i) {\n const sprite = elements[i];\n const tex = sprite._texture.baseTexture;\n const spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n }\n bindAndClearTexArray(texArray) {\n const textureSystem = this.renderer.texture;\n for (let j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n }\n updateGeometry() {\n const {\n _packedGeometries: packedGeometries,\n _attributeBuffer: attributeBuffer,\n _indexBuffer: indexBuffer\n } = this;\n if (!_BatchRenderer.canUploadSameBuffer) {\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new this.geometryClass();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n } else {\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n }\n drawBatches() {\n const dcCount = this._dcIndex;\n const { gl, state: stateSystem } = this.renderer;\n const drawCalls = _BatchRenderer._drawCallPool;\n let curTexArray = null;\n for (let i = 0; i < dcCount; i++) {\n const { texArray, type, size, start, blend } = drawCalls[i];\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n }\n flush() {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n }\n start() {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.maxTextures);\n this.renderer.shader.bind(this._shader);\n if (_BatchRenderer.canUploadSameBuffer) {\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n }\n stop() {\n this.flush();\n }\n destroy() {\n for (let i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off(\"prerender\", this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n super.destroy();\n }\n getAttributeBuffer(size) {\n const roundedP2 = nextPow2(Math.ceil(size / 8));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n let buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n }\n getIndexBuffer(size) {\n const roundedP2 = nextPow2(Math.ceil(size / 12));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n let buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n }\n packInterleavedGeometry(element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n const {\n uint32View,\n float32View\n } = attributeBuffer;\n const packedVertices = aIndex / this.vertexSize;\n const uvs = element.uvs;\n const indicies = element.indices;\n const vertexData = element.vertexData;\n const textureId = element._texture.baseTexture._batchLocation;\n const alpha = Math.min(element.worldAlpha, 1);\n const argb = Color.shared.setValue(element._tintRGB).toPremultiplied(alpha);\n for (let i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (let i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n }\n};\nlet BatchRenderer = _BatchRenderer;\nBatchRenderer.defaultBatchSize = 4096;\nBatchRenderer.extension = {\n name: \"batch\",\n type: ExtensionType.RendererPlugin\n};\nBatchRenderer._drawCallPool = [];\nBatchRenderer._textureArrayPool = [];\nextensions.add(BatchRenderer);\n\nexport { BatchRenderer };\n//# sourceMappingURL=BatchRenderer.mjs.map\n","import { Matrix } from '@pixi/math';\nimport { Program } from '../shader/Program.mjs';\nimport { Shader } from '../shader/Shader.mjs';\nimport { UniformGroup } from '../shader/UniformGroup.mjs';\n\nclass BatchShaderGenerator {\n constructor(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (!fragTemplate.includes(\"%count%\")) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (!fragTemplate.includes(\"%forloop%\")) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n generateShader(maxTextures) {\n if (!this.programCache[maxTextures]) {\n const sampleValues = new Int32Array(maxTextures);\n for (let i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n let fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, `${maxTextures}`);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures]\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n }\n generateSampleSrc(maxTextures) {\n let src = \"\";\n src += \"\\n\";\n src += \"\\n\";\n for (let i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += \"\\nelse \";\n }\n if (i < maxTextures - 1) {\n src += `if(vTextureId < ${i}.5)`;\n }\n src += \"\\n{\";\n src += `\n\tcolor = texture2D(uSamplers[${i}], vTextureCoord);`;\n src += \"\\n}\";\n }\n src += \"\\n\";\n src += \"\\n\";\n return src;\n }\n}\n\nexport { BatchShaderGenerator };\n//# sourceMappingURL=BatchShaderGenerator.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { ObjectRenderer } from './ObjectRenderer.mjs';\n\nclass BatchSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n setObjectRenderer(objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n }\n flush() {\n this.setObjectRenderer(this.emptyRenderer);\n }\n reset() {\n this.setObjectRenderer(this.emptyRenderer);\n }\n copyBoundTextures(arr, maxTextures) {\n const { boundTextures } = this.renderer.texture;\n for (let i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n }\n boundArray(texArray, boundTextures, batchId, maxTextures) {\n const { elements, ids, count } = texArray;\n let j = 0;\n for (let i = 0; i < count; i++) {\n const tex = elements[i];\n const loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n const bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n }\n destroy() {\n this.renderer = null;\n }\n}\nBatchSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"batch\"\n};\nextensions.add(BatchSystem);\n\nexport { BatchSystem };\n//# sourceMappingURL=BatchSystem.mjs.map\n","class BatchTextureArray {\n constructor() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n clear() {\n for (let i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n }\n}\n\nexport { BatchTextureArray };\n//# sourceMappingURL=BatchTextureArray.mjs.map\n","class ObjectRenderer {\n constructor(renderer) {\n this.renderer = renderer;\n }\n flush() {\n }\n destroy() {\n this.renderer = null;\n }\n start() {\n }\n stop() {\n this.flush();\n }\n render(_object) {\n }\n}\n\nexport { ObjectRenderer };\n//# sourceMappingURL=ObjectRenderer.mjs.map\n","import { isMobile } from '@pixi/settings';\n\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\nexport { canUploadSameBuffer };\n//# sourceMappingURL=canUploadSameBuffer.mjs.map\n","import { settings, isMobile } from '@pixi/settings';\n\nfunction maxRecommendedTextures(max) {\n let allowMax = true;\n const navigator = settings.ADAPTER.getNavigator();\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n const match = navigator.userAgent.match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n const majorVersion = parseInt(match[1], 10);\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n const match = navigator.userAgent.match(/Android\\s([0-9.]*)/);\n if (match) {\n const majorVersion = parseInt(match[1], 10);\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\nexport { maxRecommendedTextures };\n//# sourceMappingURL=maxRecommendedTextures.mjs.map\n","var defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\nexport { defaultFragment as default };\n//# sourceMappingURL=texture.mjs.map\n","var defaultVertex = \"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\nexport { defaultVertex as default };\n//# sourceMappingURL=texture2.mjs.map\n","import { ENV } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { settings } from '@pixi/settings';\n\nlet CONTEXT_UID_COUNTER = 0;\nclass ContextSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false\n };\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n }\n get isLost() {\n return !this.gl || this.gl.isContextLost();\n }\n contextChange(gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n }\n init(options) {\n if (options.context) {\n this.initFromContext(options.context);\n } else {\n const alpha = this.renderer.background.alpha < 1;\n const premultipliedAlpha = options.premultipliedAlpha;\n this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n this.useContextAlpha = options.useContextAlpha;\n this.powerPreference = options.powerPreference;\n this.initFromOptions({\n alpha,\n premultipliedAlpha,\n antialias: options.antialias,\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: options.powerPreference\n });\n }\n }\n initFromContext(gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n const view = this.renderer.view;\n if (view.addEventListener !== void 0) {\n view.addEventListener(\"webglcontextlost\", this.handleContextLost, false);\n view.addEventListener(\"webglcontextrestored\", this.handleContextRestored, false);\n }\n }\n initFromOptions(options) {\n const gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n }\n createContext(canvas, options) {\n let gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext(\"webgl2\", options);\n }\n if (gl) {\n this.webGLVersion = 2;\n } else {\n this.webGLVersion = 1;\n gl = canvas.getContext(\"webgl\", options) || canvas.getContext(\"experimental-webgl\", options);\n if (!gl) {\n throw new Error(\"This browser does not support WebGL. Try using the canvas renderer\");\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n }\n getExtensions() {\n const { gl } = this;\n const common = {\n loseContext: gl.getExtension(\"WEBGL_lose_context\"),\n anisotropicFiltering: gl.getExtension(\"EXT_texture_filter_anisotropic\"),\n floatTextureLinear: gl.getExtension(\"OES_texture_float_linear\"),\n s3tc: gl.getExtension(\"WEBGL_compressed_texture_s3tc\"),\n s3tc_sRGB: gl.getExtension(\"WEBGL_compressed_texture_s3tc_srgb\"),\n etc: gl.getExtension(\"WEBGL_compressed_texture_etc\"),\n etc1: gl.getExtension(\"WEBGL_compressed_texture_etc1\"),\n pvrtc: gl.getExtension(\"WEBGL_compressed_texture_pvrtc\") || gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\"),\n atc: gl.getExtension(\"WEBGL_compressed_texture_atc\"),\n astc: gl.getExtension(\"WEBGL_compressed_texture_astc\")\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension(\"WEBGL_draw_buffers\"),\n depthTexture: gl.getExtension(\"WEBGL_depth_texture\"),\n vertexArrayObject: gl.getExtension(\"OES_vertex_array_object\") || gl.getExtension(\"MOZ_OES_vertex_array_object\") || gl.getExtension(\"WEBKIT_OES_vertex_array_object\"),\n uint32ElementIndex: gl.getExtension(\"OES_element_index_uint\"),\n floatTexture: gl.getExtension(\"OES_texture_float\"),\n floatTextureLinear: gl.getExtension(\"OES_texture_float_linear\"),\n textureHalfFloat: gl.getExtension(\"OES_texture_half_float\"),\n textureHalfFloatLinear: gl.getExtension(\"OES_texture_half_float_linear\")\n });\n } else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n colorBufferFloat: gl.getExtension(\"EXT_color_buffer_float\")\n });\n }\n }\n handleContextLost(event) {\n event.preventDefault();\n setTimeout(() => {\n if (this.gl.isContextLost() && this.extensions.loseContext) {\n this.extensions.loseContext.restoreContext();\n }\n }, 0);\n }\n handleContextRestored() {\n this.renderer.runners.contextChange.emit(this.gl);\n }\n destroy() {\n const view = this.renderer.view;\n this.renderer = null;\n if (view.removeEventListener !== void 0) {\n view.removeEventListener(\"webglcontextlost\", this.handleContextLost);\n view.removeEventListener(\"webglcontextrestored\", this.handleContextRestored);\n }\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n }\n postrender() {\n if (this.renderer.objectRenderer.renderingToScreen) {\n this.gl.flush();\n }\n }\n validateContext(gl) {\n const attributes = gl.getContextAttributes();\n const isWebGl2 = \"WebGL2RenderingContext\" in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n if (attributes && !attributes.stencil) {\n console.warn(\"Provided WebGL context does not have a stencil buffer, masks may not render correctly\");\n }\n const hasuint32 = isWebGl2 || !!gl.getExtension(\"OES_element_index_uint\");\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n console.warn(\"Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly\");\n }\n }\n}\nContextSystem.defaultOptions = {\n context: null,\n antialias: false,\n premultipliedAlpha: true,\n preserveDrawingBuffer: false,\n powerPreference: \"default\"\n};\nContextSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"context\"\n};\nextensions.add(ContextSystem);\n\nexport { ContextSystem };\n//# sourceMappingURL=ContextSystem.mjs.map\n","import { MSAA_QUALITY } from '@pixi/constants';\nimport { Program } from '../shader/Program.mjs';\nimport { Shader } from '../shader/Shader.mjs';\nimport { State } from '../state/State.mjs';\nimport defaultFragment from './defaultFilter.mjs';\nimport defaultVertex from './defaultFilter2.mjs';\n\nconst _Filter = class extends Shader {\n constructor(vertexSrc, fragmentSrc, uniforms) {\n const program = Program.from(vertexSrc || _Filter.defaultVertexSrc, fragmentSrc || _Filter.defaultFragmentSrc);\n super(program, uniforms);\n this.padding = 0;\n this.resolution = _Filter.defaultResolution;\n this.multisample = _Filter.defaultMultisample;\n this.enabled = true;\n this.autoFit = true;\n this.state = new State();\n }\n apply(filterManager, input, output, clearMode, _currentState) {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n get blendMode() {\n return this.state.blendMode;\n }\n set blendMode(value) {\n this.state.blendMode = value;\n }\n get resolution() {\n return this._resolution;\n }\n set resolution(value) {\n this._resolution = value;\n }\n static get defaultVertexSrc() {\n return defaultVertex;\n }\n static get defaultFragmentSrc() {\n return defaultFragment;\n }\n};\nlet Filter = _Filter;\nFilter.defaultResolution = 1;\nFilter.defaultMultisample = MSAA_QUALITY.NONE;\n\nexport { Filter };\n//# sourceMappingURL=Filter.mjs.map\n","import { MSAA_QUALITY } from '@pixi/constants';\nimport { Rectangle } from '@pixi/math';\n\nclass FilterState {\n constructor() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n clear() {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n }\n}\n\nexport { FilterState };\n//# sourceMappingURL=FilterState.mjs.map\n","import { CLEAR_MODES, DRAW_MODES, MSAA_QUALITY } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { Point, Matrix, Rectangle } from '@pixi/math';\nimport { RenderTexturePool } from '../renderTexture/RenderTexturePool.mjs';\nimport { UniformGroup } from '../shader/UniformGroup.mjs';\nimport { Quad } from '../utils/Quad.mjs';\nimport { QuadUv } from '../utils/QuadUv.mjs';\nimport { FilterState } from './FilterState.mjs';\n\nconst tempPoints = [new Point(), new Point(), new Point(), new Point()];\nconst tempMatrix = new Matrix();\nclass FilterSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4)\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n init() {\n this.texturePool.setScreenSize(this.renderer.view);\n }\n push(target, filters) {\n const renderer = this.renderer;\n const filterStack = this.defaultFilterStack;\n const state = this.statePool.pop() || new FilterState();\n const renderTextureSystem = this.renderer.renderTexture;\n let resolution = filters[0].resolution;\n let multisample = filters[0].multisample;\n let padding = filters[0].padding;\n let autoFit = filters[0].autoFit;\n let legacy = filters[0].legacy ?? true;\n for (let i = 1; i < filters.length; i++) {\n const filter = filters[i];\n resolution = Math.min(resolution, filter.resolution);\n multisample = Math.min(multisample, filter.multisample);\n padding = this.useMaxPadding ? Math.max(padding, filter.padding) : padding + filter.padding;\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || (filter.legacy ?? true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n const sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n } else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n const destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n }\n pop() {\n const filterStack = this.defaultFilterStack;\n const state = filterStack.pop();\n const filters = state.filters;\n this.activeState = state;\n const globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n const inputSize = globalUniforms.inputSize;\n const inputPixel = globalUniforms.inputPixel;\n const inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1 / inputSize[0];\n inputSize[3] = 1 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1 / inputPixel[0];\n inputPixel[3] = 1 / inputPixel[1];\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 if (state.legacy) {\n const filterArea = globalUniforms.filterArea;\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 globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n const lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n } else {\n let flip = state.renderTexture;\n let flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n let i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n const t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n state.clear();\n this.statePool.push(state);\n }\n bindAndClear(filterTexture, clearMode = CLEAR_MODES.CLEAR) {\n const {\n renderTexture: renderTextureSystem,\n state: stateSystem\n } = this.renderer;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n this.renderer.projection.transform = this.activeState.transform;\n } else {\n this.renderer.projection.transform = null;\n }\n if (filterTexture?.filterFrame) {\n const destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n } else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n } else {\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n const autoClear = stateSystem.stateId & 1 || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR || clearMode === CLEAR_MODES.BLIT && autoClear) {\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n }\n applyFilter(filter, input, output, clearMode) {\n const renderer = this.renderer;\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n renderer.shader.bind(filter);\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n } else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n }\n calculateSpriteMatrix(outputMatrix, sprite) {\n const { sourceFrame, destinationFrame } = this.activeState;\n const { orig } = sprite._texture;\n const mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n const worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1 / orig.width, 1 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n }\n destroy() {\n this.renderer = null;\n this.texturePool.clear(false);\n }\n getOptimalFilterTexture(minWidth, minHeight, resolution = 1, multisample = MSAA_QUALITY.NONE) {\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n }\n getFilterTexture(input, resolution, multisample) {\n if (typeof input === \"number\") {\n const swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n const filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n }\n returnFilterTexture(renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n }\n emptyPool() {\n this.texturePool.clear(true);\n }\n resize() {\n this.texturePool.setScreenSize(this.renderer.view);\n }\n transformAABB(matrix, rect) {\n const lt = tempPoints[0];\n const lb = tempPoints[1];\n const rt = tempPoints[2];\n const rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n const x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n const y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n const x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n const y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n }\n roundFrame(frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n const { a, b, c, d } = transform;\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix.copyFrom(transform) : tempMatrix.identity();\n transform.translate(-bindingSourceFrame.x, -bindingSourceFrame.y).scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height).translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n this.transformAABB(transform, frame);\n frame.ceil(resolution);\n this.transformAABB(transform.invert(), frame);\n }\n}\nFilterSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"filter\"\n};\nextensions.add(FilterSystem);\n\nexport { FilterSystem };\n//# sourceMappingURL=FilterSystem.mjs.map\n","\n//# sourceMappingURL=IFilterTarget.mjs.map\n","var defaultFragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nexport { defaultFragment as default };\n//# sourceMappingURL=defaultFilter.mjs.map\n","var defaultVertex = \"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\nexport { defaultVertex as default };\n//# sourceMappingURL=defaultFilter2.mjs.map\n","import { Matrix } from '@pixi/math';\nimport { TextureMatrix } from '../../textures/TextureMatrix.mjs';\nimport { Filter } from '../Filter.mjs';\nimport fragment from './spriteMaskFilter2.mjs';\nimport vertex from './spriteMaskFilter3.mjs';\n\nclass SpriteMaskFilter extends Filter {\n constructor(vertexSrc, fragmentSrc, uniforms) {\n let sprite = null;\n if (typeof vertexSrc !== \"string\" && fragmentSrc === void 0 && uniforms === void 0) {\n sprite = vertexSrc;\n vertexSrc = void 0;\n fragmentSrc = void 0;\n uniforms = void 0;\n }\n super(vertexSrc || vertex, fragmentSrc || fragment, uniforms);\n this.maskSprite = sprite;\n this.maskMatrix = new Matrix();\n }\n get maskSprite() {\n return this._maskSprite;\n }\n set maskSprite(value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n }\n apply(filterManager, input, output, clearMode) {\n const maskSprite = this._maskSprite;\n const tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n tex.uvMatrix = new TextureMatrix(tex, 0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0 : 1;\n this.uniforms.mask = tex;\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite).prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n }\n}\n\nexport { SpriteMaskFilter };\n//# sourceMappingURL=SpriteMaskFilter.mjs.map\n","var 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\nexport { fragment as default };\n//# sourceMappingURL=spriteMaskFilter2.mjs.map\n","var 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\nexport { vertex as default };\n//# sourceMappingURL=spriteMaskFilter3.mjs.map\n","var $defaultVertex = \"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\nexport { $defaultVertex as default };\n//# sourceMappingURL=default.mjs.map\n","var $defaultFilterVertex = \"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\nexport { $defaultFilterVertex as default };\n//# sourceMappingURL=defaultFilter.mjs.map\n","import $defaultVertex from './default.mjs';\nimport $defaultFilterVertex from './defaultFilter.mjs';\n\nconst defaultVertex = $defaultVertex;\nconst defaultFilterVertex = $defaultFilterVertex;\n\nexport { defaultFilterVertex, defaultVertex };\n//# sourceMappingURL=index.mjs.map\n","import { MSAA_QUALITY, SCALE_MODES, MIPMAP_MODES, FORMATS, TYPES } from '@pixi/constants';\nimport { Runner } from '@pixi/runner';\nimport { BaseTexture } from '../textures/BaseTexture.mjs';\nimport { DepthResource } from '../textures/resources/DepthResource.mjs';\n\nclass Framebuffer {\n constructor(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner(\"disposeFramebuffer\");\n this.multisample = MSAA_QUALITY.NONE;\n }\n get colorTexture() {\n return this.colorTextures[0];\n }\n addColorTexture(index = 0, texture) {\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n }\n addDepthTexture(texture) {\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n }\n enableDepth() {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n }\n enableStencil() {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n }\n resize(width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n return;\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (let i = 0; i < this.colorTextures.length; i++) {\n const texture = this.colorTextures[i];\n const resolution = texture.resolution;\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n const resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n }\n dispose() {\n this.disposeRunner.emit(this, false);\n }\n destroyDepthTexture() {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n }\n}\n\nexport { Framebuffer };\n//# sourceMappingURL=Framebuffer.mjs.map\n","import { ENV, BUFFER_BITS, MSAA_QUALITY } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { Rectangle } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { Framebuffer } from './Framebuffer.mjs';\nimport { GLFramebuffer } from './GLFramebuffer.mjs';\n\nconst tempRectangle = new Rectangle();\nclass FramebufferSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n contextChange() {\n this.disposeAll(true);\n const gl = this.gl = this.renderer.gl;\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 if (this.renderer.context.webGLVersion === 1) {\n let nativeDrawBuffersExtension = this.renderer.context.extensions.drawBuffers;\n let nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension) {\n gl.drawBuffers = (activeTextures) => nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures);\n } else {\n this.hasMRT = false;\n gl.drawBuffers = () => {\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n } else {\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n }\n bind(framebuffer, frame, mipLevel = 0) {\n const { gl } = this;\n if (framebuffer) {\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n } else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (let i = 0; i < framebuffer.colorTextures.length; i++) {\n const tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n const mipWidth = frame.width >> mipLevel;\n const mipHeight = frame.height >> mipLevel;\n const scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n } else {\n const mipWidth = framebuffer.width >> mipLevel;\n const mipHeight = framebuffer.height >> mipLevel;\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n } else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n } else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n }\n setViewport(x, y, width, height) {\n const v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n }\n get size() {\n if (this.current) {\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n }\n clear(r, g, b, a, mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH) {\n const { gl } = this;\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n }\n initFramebuffer(framebuffer) {\n const { gl } = this;\n const fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n }\n resizeFramebuffer(framebuffer) {\n const { gl } = this;\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n } else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n const colorTextures = framebuffer.colorTextures;\n let count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (let i = 0; i < count; i++) {\n const texture = colorTextures[i];\n const parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, parentTexture._glTextures[this.CONTEXT_UID].internalFormat, framebuffer.width, framebuffer.height);\n }\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n }\n updateFramebuffer(framebuffer, mipLevel) {\n const { gl } = this;\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n const colorTextures = framebuffer.colorTextures;\n let count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n } else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n const activeTextures = [];\n for (let i = 0; i < count; i++) {\n const texture = colorTextures[i];\n const parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, parentTexture._glTextures[this.CONTEXT_UID].internalFormat, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n } else {\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n const writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n const depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n } else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n } else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n }\n canMultisampleFramebuffer(framebuffer) {\n return this.renderer.context.webGLVersion !== 1 && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n }\n detectSamples(samples) {\n const { msaaSamples } = this;\n let res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (let i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n }\n blit(framebuffer, sourcePixels, destPixels) {\n const { current, renderer, gl, CONTEXT_UID } = this;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n const fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n const colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n const sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n }\n disposeFramebuffer(framebuffer, contextLost) {\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n const gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n const index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n this.disposeFramebuffer(fbo.blitFramebuffer, contextLost);\n }\n }\n disposeAll(contextLost) {\n const list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (let i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n }\n forceStencil() {\n const framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n const w = framebuffer.width;\n const h = framebuffer.height;\n const gl = this.gl;\n const stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n } else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n }\n reset() {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n }\n destroy() {\n this.renderer = null;\n }\n}\nFramebufferSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"framebuffer\"\n};\nextensions.add(FramebufferSystem);\n\nexport { FramebufferSystem };\n//# sourceMappingURL=FramebufferSystem.mjs.map\n","import { MSAA_QUALITY } from '@pixi/constants';\n\nclass GLFramebuffer {\n constructor(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n}\n\nexport { GLFramebuffer };\n//# sourceMappingURL=GLFramebuffer.mjs.map\n","import { MSAA_QUALITY } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass MultisampleSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n contextChange(gl) {\n let samples;\n if (this.renderer.context.webGLVersion === 1) {\n const framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n } else {\n const framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n } else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n } else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n } else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n }\n destroy() {\n }\n}\nMultisampleSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"_multisample\"\n};\nextensions.add(MultisampleSystem);\n\nexport { MultisampleSystem };\n//# sourceMappingURL=MultisampleSystem.mjs.map\n","import { TYPES } from '@pixi/constants';\n\nclass Attribute {\n constructor(buffer, size = 0, normalized = false, type = TYPES.FLOAT, stride, start, instance, divisor = 1) {\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 this.divisor = divisor;\n }\n destroy() {\n this.buffer = null;\n }\n static from(buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n }\n}\n\nexport { Attribute };\n//# sourceMappingURL=Attribute.mjs.map\n","import { BUFFER_TYPE } from '@pixi/constants';\nimport { Runner } from '@pixi/runner';\n\nlet UID = 0;\nclass Buffer {\n constructor(data, _static = true, index = false) {\n this.data = data || new Float32Array(1);\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID++;\n this.disposeRunner = new Runner(\"disposeBuffer\");\n }\n update(data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n }\n dispose() {\n this.disposeRunner.emit(this, false);\n }\n destroy() {\n this.dispose();\n this.data = null;\n }\n set index(value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n }\n get index() {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n static from(data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n }\n}\n\nexport { Buffer };\n//# sourceMappingURL=Buffer.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { GLBuffer } from './GLBuffer.mjs';\n\nclass BufferSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n destroy() {\n this.renderer = null;\n }\n contextChange() {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n }\n bind(buffer) {\n const { gl, CONTEXT_UID } = this;\n const glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n }\n unbind(type) {\n const { gl } = this;\n gl.bindBuffer(type, null);\n }\n bindBufferBase(buffer, index) {\n const { gl, CONTEXT_UID } = this;\n if (this.boundBufferBases[index] !== buffer) {\n const glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n }\n bindBufferRange(buffer, index, offset) {\n const { gl, CONTEXT_UID } = this;\n offset = offset || 0;\n const glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n }\n update(buffer) {\n const { gl, CONTEXT_UID } = this;\n const glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n gl.bufferSubData(buffer.type, 0, buffer.data);\n } else {\n const drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n }\n dispose(buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n const gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n }\n disposeAll(contextLost) {\n const all = Object.keys(this.managedBuffers);\n for (let i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n }\n createGLBuffer(buffer) {\n const { CONTEXT_UID, gl } = this;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n }\n}\nBufferSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"buffer\"\n};\nextensions.add(BufferSystem);\n\nexport { BufferSystem };\n//# sourceMappingURL=BufferSystem.mjs.map\n","class GLBuffer {\n constructor(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n}\n\nexport { GLBuffer };\n//# sourceMappingURL=GLBuffer.mjs.map\n","import { BUFFER_TYPE } from '@pixi/constants';\nimport { Runner } from '@pixi/runner';\nimport { getBufferType } from '@pixi/utils';\nimport { Attribute } from './Attribute.mjs';\nimport { Buffer } from './Buffer.mjs';\nimport { interleaveTypedArrays } from './utils/interleaveTypedArrays.mjs';\n\nconst byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\nlet UID = 0;\nconst map = {\n Float32Array,\n Uint32Array,\n Int32Array,\n Uint8Array,\n Uint16Array\n};\nclass Geometry {\n constructor(buffers = [], attributes = {}) {\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner(\"disposeGeometry\");\n this.refCount = 0;\n }\n addAttribute(id, buffer, size = 0, normalized = false, type, stride, start, instance = false) {\n if (!buffer) {\n throw new Error(\"You must pass a buffer when creating an attribute\");\n }\n if (!(buffer instanceof Buffer)) {\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n const ids = id.split(\"|\");\n if (ids.length > 1) {\n for (let i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n let bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n this.instanced = this.instanced || instance;\n return this;\n }\n getAttribute(id) {\n return this.attributes[id];\n }\n getBuffer(id) {\n return this.buffers[this.getAttribute(id).buffer];\n }\n addIndex(buffer) {\n if (!(buffer instanceof Buffer)) {\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (!this.buffers.includes(buffer)) {\n this.buffers.push(buffer);\n }\n return this;\n }\n getIndex() {\n return this.indexBuffer;\n }\n interleave() {\n if (this.buffers.length === 1 || this.buffers.length === 2 && this.indexBuffer)\n return this;\n const arrays = [];\n const sizes = [];\n const interleavedBuffer = new Buffer();\n let i;\n for (i in this.attributes) {\n const attribute = this.attributes[i];\n const buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push(attribute.size * byteSizeMap[attribute.type] / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n }\n getSize() {\n for (const i in this.attributes) {\n const attribute = this.attributes[i];\n const buffer = this.buffers[attribute.buffer];\n return buffer.data.length / (attribute.stride / 4 || attribute.size);\n }\n return 0;\n }\n dispose() {\n this.disposeRunner.emit(this, false);\n }\n destroy() {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n }\n clone() {\n const geometry = new Geometry();\n for (let i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (const i in this.attributes) {\n const attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n }\n static merge(geometries) {\n const geometryOut = new Geometry();\n const arrays = [];\n const sizes = [];\n const offsets = [];\n let geometry;\n for (let i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (let j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n for (let i = 0; i < geometry.buffers.length; i++) {\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n for (let i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (let j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n let offset = 0;\n let stride = 0;\n let offset2 = 0;\n let bufferIndexToCount = 0;\n for (let i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n for (const i in geometry.attributes) {\n const attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += attribute.size * byteSizeMap[attribute.type] / 4;\n }\n }\n for (let i = 0; i < geometries.length; i++) {\n const indexBufferData = geometries[i].indexBuffer.data;\n for (let j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / stride;\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n }\n}\n\nexport { Geometry };\n//# sourceMappingURL=Geometry.mjs.map\n","import { ENV, BUFFER_TYPE } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { settings } from '@pixi/settings';\n\nconst byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\nclass GeometrySystem {\n constructor(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n contextChange() {\n this.disposeAll(true);\n const gl = this.gl = this.renderer.gl;\n const context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n if (context.webGLVersion !== 2) {\n let nativeVaoExtension = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension = null;\n }\n if (nativeVaoExtension) {\n gl.createVertexArray = () => nativeVaoExtension.createVertexArrayOES();\n gl.bindVertexArray = (vao) => nativeVaoExtension.bindVertexArrayOES(vao);\n gl.deleteVertexArray = (vao) => nativeVaoExtension.deleteVertexArrayOES(vao);\n } else {\n this.hasVao = false;\n gl.createVertexArray = () => null;\n gl.bindVertexArray = () => null;\n gl.deleteVertexArray = () => null;\n }\n }\n if (context.webGLVersion !== 2) {\n const instanceExt = gl.getExtension(\"ANGLE_instanced_arrays\");\n if (instanceExt) {\n gl.vertexAttribDivisor = (a, b) => instanceExt.vertexAttribDivisorANGLE(a, b);\n gl.drawElementsInstanced = (a, b, c, d, e) => instanceExt.drawElementsInstancedANGLE(a, b, c, d, e);\n gl.drawArraysInstanced = (a, b, c, d) => instanceExt.drawArraysInstancedANGLE(a, b, c, d);\n } else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n }\n bind(geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n const { gl } = this;\n let vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n let incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n const vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n } else {\n this.activateVao(geometry, shader.program);\n }\n }\n this.updateBuffers();\n }\n reset() {\n this.unbind();\n }\n updateBuffers() {\n const geometry = this._activeGeometry;\n const bufferSystem = this.renderer.buffer;\n for (let i = 0; i < geometry.buffers.length; i++) {\n const buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n }\n checkCompatibility(geometry, program) {\n const geometryAttributes = geometry.attributes;\n const shaderAttributes = program.attributeData;\n for (const j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(`shader and geometry incompatible, geometry missing the \"${j}\" attribute`);\n }\n }\n }\n getSignature(geometry, program) {\n const attribs = geometry.attributes;\n const shaderAttributes = program.attributeData;\n const strings = [\"g\", geometry.id];\n for (const i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join(\"-\");\n }\n initGeometryVao(geometry, shader, incRefCount = true) {\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n const bufferSystem = this.renderer.buffer;\n const program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n const signature = this.getSignature(geometry, program);\n const vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n let vao = vaoObjectHash[signature];\n if (vao) {\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n const tempStride = {};\n const tempStart = {};\n for (const j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (const j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n } else if (!attributes[j].size) {\n console.warn(`PIXI Geometry attribute '${j}' size cannot be determined (likely the bound shader does not have the attribute)`);\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (const j in attributes) {\n const attribute = attributes[j];\n const attribSize = attribute.size;\n if (attribute.stride === void 0) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n } else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === void 0) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n for (let i = 0; i < buffers.length; i++) {\n const buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n this.activateVao(geometry, program);\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n gl.bindVertexArray(null);\n bufferSystem.unbind(BUFFER_TYPE.ARRAY_BUFFER);\n return vao;\n }\n disposeGeometry(geometry, contextLost) {\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n const vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n const gl = this.gl;\n const buffers = geometry.buffers;\n const bufferSystem = this.renderer?.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n if (bufferSystem) {\n for (let i = 0; i < buffers.length; i++) {\n const buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (const vaoId in vaos) {\n if (vaoId[0] === \"g\") {\n const vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n }\n disposeAll(contextLost) {\n const all = Object.keys(this.managedGeometries);\n for (let i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n }\n activateVao(geometry, program) {\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n const bufferSystem = this.renderer.buffer;\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n bufferSystem.bind(geometry.indexBuffer);\n }\n let lastBuffer = null;\n for (const j in attributes) {\n const attribute = attributes[j];\n const buffer = buffers[attribute.buffer];\n const glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n const location = program.attributeData[j].location;\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, attribute.divisor);\n } else {\n throw new Error(\"geometry error, GPU Instancing is not supported on this device\");\n }\n }\n }\n }\n }\n draw(type, size, start, instanceCount) {\n const { gl } = this;\n const geometry = this._activeGeometry;\n if (geometry.indexBuffer) {\n const byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n const glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || byteSize === 4 && this.canUseUInt32ElementIndex) {\n if (geometry.instanced) {\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n } else {\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n }\n } else {\n console.warn(\"unsupported index buffer type: uint32\");\n }\n } else if (geometry.instanced) {\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n } else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n }\n unbind() {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n }\n destroy() {\n this.renderer = null;\n }\n}\nGeometrySystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"geometry\"\n};\nextensions.add(GeometrySystem);\n\nexport { GeometrySystem };\n//# sourceMappingURL=GeometrySystem.mjs.map\n","class ViewableBuffer {\n constructor(sizeOrBuffer) {\n if (typeof sizeOrBuffer === \"number\") {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n } else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n } else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n get int8View() {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n }\n get uint8View() {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n }\n get int16View() {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n }\n get uint16View() {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n }\n get int32View() {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n }\n view(type) {\n return this[`${type}View`];\n }\n destroy() {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n }\n static sizeOf(type) {\n switch (type) {\n case \"int8\":\n case \"uint8\":\n return 1;\n case \"int16\":\n case \"uint16\":\n return 2;\n case \"int32\":\n case \"uint32\":\n case \"float32\":\n return 4;\n default:\n throw new Error(`${type} isn't a valid view type`);\n }\n }\n}\n\nexport { ViewableBuffer };\n//# sourceMappingURL=ViewableBuffer.mjs.map\n","import { getBufferType } from '@pixi/utils';\n\nconst map = {\n Float32Array,\n Uint32Array,\n Int32Array,\n Uint8Array\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n let outSize = 0;\n let stride = 0;\n const views = {};\n for (let i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n const buffer = new ArrayBuffer(outSize * 4);\n let out = null;\n let littleOffset = 0;\n for (let i = 0; i < arrays.length; i++) {\n const size = sizes[i];\n const array = arrays[i];\n const type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (let j = 0; j < array.length; j++) {\n const indexStart = (j / size | 0) * stride + littleOffset;\n const index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nexport { interleaveTypedArrays };\n//# sourceMappingURL=interleaveTypedArrays.mjs.map\n","import './settings.mjs';\nexport * from '@pixi/color';\nexport * from '@pixi/constants';\nexport * from '@pixi/extensions';\nexport * from '@pixi/math';\nexport * from '@pixi/runner';\nexport * from '@pixi/settings';\nexport * from '@pixi/ticker';\nimport * as utils$1 from '@pixi/utils';\nexport { utils$1 as utils };\nexport { autoDetectRenderer } from './autoDetectRenderer.mjs';\nexport { BackgroundSystem } from './background/BackgroundSystem.mjs';\nexport { BatchDrawCall } from './batch/BatchDrawCall.mjs';\nexport { BatchGeometry } from './batch/BatchGeometry.mjs';\nexport { BatchRenderer } from './batch/BatchRenderer.mjs';\nexport { BatchShaderGenerator } from './batch/BatchShaderGenerator.mjs';\nexport { BatchSystem } from './batch/BatchSystem.mjs';\nexport { BatchTextureArray } from './batch/BatchTextureArray.mjs';\nexport { ObjectRenderer } from './batch/ObjectRenderer.mjs';\nexport { ContextSystem } from './context/ContextSystem.mjs';\nexport { Filter } from './filters/Filter.mjs';\nexport { FilterState } from './filters/FilterState.mjs';\nexport { FilterSystem } from './filters/FilterSystem.mjs';\nimport './filters/IFilterTarget.mjs';\nexport { SpriteMaskFilter } from './filters/spriteMask/SpriteMaskFilter.mjs';\nexport { defaultFilterVertex, defaultVertex } from './fragments/index.mjs';\nexport { Framebuffer } from './framebuffer/Framebuffer.mjs';\nexport { FramebufferSystem } from './framebuffer/FramebufferSystem.mjs';\nexport { GLFramebuffer } from './framebuffer/GLFramebuffer.mjs';\nexport { MultisampleSystem } from './framebuffer/MultisampleSystem.mjs';\nexport { Attribute } from './geometry/Attribute.mjs';\nexport { Buffer } from './geometry/Buffer.mjs';\nexport { BufferSystem } from './geometry/BufferSystem.mjs';\nexport { Geometry } from './geometry/Geometry.mjs';\nexport { GeometrySystem } from './geometry/GeometrySystem.mjs';\nexport { ViewableBuffer } from './geometry/ViewableBuffer.mjs';\nimport './IRenderer.mjs';\nexport { MaskData } from './mask/MaskData.mjs';\nexport { MaskSystem } from './mask/MaskSystem.mjs';\nexport { ScissorSystem } from './mask/ScissorSystem.mjs';\nexport { StencilSystem } from './mask/StencilSystem.mjs';\nexport { PluginSystem } from './plugin/PluginSystem.mjs';\nexport { ProjectionSystem } from './projection/ProjectionSystem.mjs';\nexport { ObjectRendererSystem } from './render/ObjectRendererSystem.mjs';\nexport { Renderer } from './Renderer.mjs';\nexport { BaseRenderTexture } from './renderTexture/BaseRenderTexture.mjs';\nexport { GenerateTextureSystem } from './renderTexture/GenerateTextureSystem.mjs';\nexport { RenderTexture } from './renderTexture/RenderTexture.mjs';\nexport { RenderTexturePool } from './renderTexture/RenderTexturePool.mjs';\nexport { RenderTextureSystem } from './renderTexture/RenderTextureSystem.mjs';\nexport { GLProgram, IGLUniformData } from './shader/GLProgram.mjs';\nexport { Program } from './shader/Program.mjs';\nexport { Shader } from './shader/Shader.mjs';\nexport { ShaderSystem } from './shader/ShaderSystem.mjs';\nexport { UniformGroup } from './shader/UniformGroup.mjs';\nexport { checkMaxIfStatementsInShader } from './shader/utils/checkMaxIfStatementsInShader.mjs';\nexport { generateProgram } from './shader/utils/generateProgram.mjs';\nexport { createUBOElements, generateUniformBufferSync, getUBOData } from './shader/utils/generateUniformBufferSync.mjs';\nexport { getTestContext } from './shader/utils/getTestContext.mjs';\nexport { uniformParsers } from './shader/utils/uniformParsers.mjs';\nexport { unsafeEvalSupported } from './shader/utils/unsafeEvalSupported.mjs';\nexport { StartupSystem } from './startup/StartupSystem.mjs';\nexport { State } from './state/State.mjs';\nexport { StateSystem } from './state/StateSystem.mjs';\nimport './system/ISystem.mjs';\nimport './systems.mjs';\nexport { BaseTexture } from './textures/BaseTexture.mjs';\nexport { GLTexture } from './textures/GLTexture.mjs';\nimport './textures/resources/index.mjs';\nexport { Texture } from './textures/Texture.mjs';\nexport { TextureGCSystem } from './textures/TextureGCSystem.mjs';\nexport { TextureMatrix } from './textures/TextureMatrix.mjs';\nexport { TextureSystem } from './textures/TextureSystem.mjs';\nexport { TextureUvs } from './textures/TextureUvs.mjs';\nexport { TransformFeedback } from './transformFeedback/TransformFeedback.mjs';\nexport { TransformFeedbackSystem } from './transformFeedback/TransformFeedbackSystem.mjs';\nexport { Quad } from './utils/Quad.mjs';\nexport { QuadUv } from './utils/QuadUv.mjs';\nexport { ViewSystem } from './view/ViewSystem.mjs';\nexport { SystemManager } from './system/SystemManager.mjs';\nexport { BaseImageResource } from './textures/resources/BaseImageResource.mjs';\nexport { Resource } from './textures/resources/Resource.mjs';\nexport { AbstractMultiResource } from './textures/resources/AbstractMultiResource.mjs';\nexport { ArrayResource } from './textures/resources/ArrayResource.mjs';\nexport { INSTALLED, autoDetectResource } from './textures/resources/autoDetectResource.mjs';\nexport { BufferResource } from './textures/resources/BufferResource.mjs';\nexport { CanvasResource } from './textures/resources/CanvasResource.mjs';\nexport { CubeResource } from './textures/resources/CubeResource.mjs';\nexport { ImageBitmapResource } from './textures/resources/ImageBitmapResource.mjs';\nexport { ImageResource } from './textures/resources/ImageResource.mjs';\nexport { SVGResource } from './textures/resources/SVGResource.mjs';\nexport { VideoResource } from './textures/resources/VideoResource.mjs';\n\nconst VERSION = \"7.2.3\";\n\nexport { VERSION };\n//# sourceMappingURL=index.mjs.map\n","class AbstractMaskSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n getStackLength() {\n return this.maskStack.length;\n }\n setMaskStack(maskStack) {\n const { gl } = this.renderer;\n const curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n const newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n } else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n }\n _useCurrent() {\n }\n destroy() {\n this.renderer = null;\n this.maskStack = null;\n }\n}\n\nexport { AbstractMaskSystem };\n//# sourceMappingURL=AbstractMaskSystem.mjs.map\n","import { MASK_TYPES } from '@pixi/constants';\nimport { Filter } from '../filters/Filter.mjs';\n\nclass MaskData {\n constructor(maskObject = null) {\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = Filter.defaultMultisample;\n this.enabled = true;\n this.colorMask = 15;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 15;\n this._target = null;\n }\n get filter() {\n return this._filters ? this._filters[0] : null;\n }\n set filter(value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n } else {\n this._filters = [value];\n }\n } else {\n this._filters = null;\n }\n }\n reset() {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n }\n copyCountersOrReset(maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n } else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n }\n}\n\nexport { MaskData };\n//# sourceMappingURL=MaskData.mjs.map\n","import { MASK_TYPES } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { SpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter.mjs';\nimport { MaskData } from './MaskData.mjs';\n\nclass MaskSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n setMaskStack(maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n }\n push(target, maskDataOrTarget) {\n let maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n const d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n const maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 15;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n default:\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n }\n pop(target) {\n const maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n default:\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n const maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n }\n detect(maskData) {\n const maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n } else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n } else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n } else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n }\n pushSpriteMask(maskData) {\n const { maskObject } = maskData;\n const target = maskData._target;\n let alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n const renderer = this.renderer;\n const renderTextureSystem = renderer.renderTexture;\n let resolution;\n let multisample;\n if (renderTextureSystem.current) {\n const renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = maskData.multisample ?? renderTexture.multisample;\n } else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = maskData.multisample ?? renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n const stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n }\n popSpriteMask(maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n } else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n }\n pushColorMask(maskData) {\n const currColorMask = maskData._colorMask;\n const nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 1) !== 0, (nextColorMask & 2) !== 0, (nextColorMask & 4) !== 0, (nextColorMask & 8) !== 0);\n }\n }\n popColorMask(maskData) {\n const currColorMask = maskData._colorMask;\n const nextColorMask = this.maskStack.length > 0 ? this.maskStack[this.maskStack.length - 1]._colorMask : 15;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 1) !== 0, (nextColorMask & 2) !== 0, (nextColorMask & 4) !== 0, (nextColorMask & 8) !== 0);\n }\n }\n destroy() {\n this.renderer = null;\n }\n}\nMaskSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"mask\"\n};\nextensions.add(MaskSystem);\n\nexport { MaskSystem };\n//# sourceMappingURL=MaskSystem.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { Matrix, Rectangle } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { AbstractMaskSystem } from './AbstractMaskSystem.mjs';\n\nconst tempMatrix = new Matrix();\nconst rectPool = [];\nconst _ScissorSystem = class extends AbstractMaskSystem {\n constructor(renderer) {\n super(renderer);\n this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n }\n getStackLength() {\n const maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n }\n calcScissorRect(maskData) {\n if (maskData._scissorRectLocal) {\n return;\n }\n const prevData = maskData._scissorRect;\n const { maskObject } = maskData;\n const { renderer } = this;\n const renderTextureSystem = renderer.renderTexture;\n const rect = maskObject.getBounds(true, rectPool.pop() ?? new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n }\n static isMatrixRotated(matrix) {\n if (!matrix) {\n return false;\n }\n const { a, b, c, d } = matrix;\n return (Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4);\n }\n testScissor(maskData) {\n const { maskObject } = maskData;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (_ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (_ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n const rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n }\n roundFrameToPixels(frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (_ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix.copyFrom(transform) : tempMatrix.identity();\n transform.translate(-bindingSourceFrame.x, -bindingSourceFrame.y).scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height).translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n }\n push(maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n const { gl } = this.renderer;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n }\n pop(maskData) {\n const { gl } = this.renderer;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n } else {\n gl.disable(gl.SCISSOR_TEST);\n }\n }\n _useCurrent() {\n const rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n let y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n } else {\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n }\n};\nlet ScissorSystem = _ScissorSystem;\nScissorSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"scissor\"\n};\nextensions.add(ScissorSystem);\n\nexport { ScissorSystem };\n//# sourceMappingURL=ScissorSystem.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { settings } from '@pixi/settings';\nimport { AbstractMaskSystem } from './AbstractMaskSystem.mjs';\n\nclass StencilSystem extends AbstractMaskSystem {\n constructor(renderer) {\n super(renderer);\n this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n }\n getStackLength() {\n const maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n }\n push(maskData) {\n const maskObject = maskData.maskObject;\n const { gl } = this.renderer;\n const prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n const colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 4294967295);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n }\n pop(maskObject) {\n const gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n gl.disable(gl.STENCIL_TEST);\n } else {\n const maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n const colorMask = maskData ? maskData._colorMask : 15;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n }\n }\n _useCurrent() {\n const gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 4294967295);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n }\n}\nStencilSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"stencil\"\n};\nextensions.add(StencilSystem);\n\nexport { StencilSystem };\n//# sourceMappingURL=StencilSystem.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { deprecation } from '@pixi/utils';\n\nclass PluginSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.plugins = {};\n Object.defineProperties(this.plugins, {\n extract: {\n enumerable: false,\n get() {\n deprecation(\"7.0.0\", \"renderer.plugins.extract has moved to renderer.extract\");\n return renderer.extract;\n }\n },\n prepare: {\n enumerable: false,\n get() {\n deprecation(\"7.0.0\", \"renderer.plugins.prepare has moved to renderer.prepare\");\n return renderer.prepare;\n }\n },\n interaction: {\n enumerable: false,\n get() {\n deprecation(\"7.0.0\", \"renderer.plugins.interaction has been deprecated, use renderer.events\");\n return renderer.events;\n }\n }\n });\n }\n init() {\n const staticMap = this.rendererPlugins;\n for (const o in staticMap) {\n this.plugins[o] = new staticMap[o](this.renderer);\n }\n }\n destroy() {\n for (const o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n }\n}\nPluginSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"_plugin\"\n};\nextensions.add(PluginSystem);\n\nexport { PluginSystem };\n//# sourceMappingURL=PluginSystem.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { Matrix } from '@pixi/math';\n\nclass ProjectionSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n update(destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n const renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n }\n calculateProjection(_destinationFrame, sourceFrame, _resolution, root) {\n const pm = this.projectionMatrix;\n const sign = !root ? 1 : -1;\n pm.identity();\n pm.a = 1 / sourceFrame.width * 2;\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - sourceFrame.x * pm.a;\n pm.ty = -sign - sourceFrame.y * pm.d;\n }\n setTransform(_matrix) {\n }\n destroy() {\n this.renderer = null;\n }\n}\nProjectionSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"projection\"\n};\nextensions.add(ProjectionSystem);\n\nexport { ProjectionSystem };\n//# sourceMappingURL=ProjectionSystem.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\n\nclass ObjectRendererSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n render(displayObject, options) {\n const renderer = this.renderer;\n let renderTexture;\n let clear;\n let transform;\n let skipUpdateTransform;\n if (options) {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n this.renderingToScreen = !renderTexture;\n renderer.runners.prerender.emit();\n renderer.emit(\"prerender\");\n renderer.projection.transform = transform;\n if (renderer.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this.lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n const cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n }\n renderer.renderTexture.bind(renderTexture);\n renderer.batch.currentRenderer.start();\n if (clear ?? renderer.background.clearBeforeRender) {\n renderer.renderTexture.clear();\n }\n displayObject.render(renderer);\n renderer.batch.currentRenderer.flush();\n if (renderTexture) {\n if (options.blit) {\n renderer.framebuffer.blit();\n }\n renderTexture.baseTexture.update();\n }\n renderer.runners.postrender.emit();\n renderer.projection.transform = null;\n renderer.emit(\"postrender\");\n }\n destroy() {\n this.renderer = null;\n this.lastObjectRendered = null;\n }\n}\nObjectRendererSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"objectRenderer\"\n};\nextensions.add(ObjectRendererSystem);\n\nexport { ObjectRendererSystem };\n//# sourceMappingURL=ObjectRendererSystem.mjs.map\n","import { Color } from '@pixi/color';\nimport { MSAA_QUALITY, MIPMAP_MODES } from '@pixi/constants';\nimport { Framebuffer } from '../framebuffer/Framebuffer.mjs';\nimport { BaseTexture } from '../textures/BaseTexture.mjs';\n\nclass BaseRenderTexture extends BaseTexture {\n constructor(options = {}) {\n if (typeof options === \"number\") {\n const width = arguments[0];\n const height = arguments[1];\n const scaleMode = arguments[2];\n const resolution = arguments[3];\n options = { width, height, scaleMode, resolution };\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample ?? (options.multisample = MSAA_QUALITY.NONE);\n super(null, options);\n this.mipmap = MIPMAP_MODES.OFF;\n this.valid = true;\n this._clear = new Color([0, 0, 0, 0]);\n this.framebuffer = new Framebuffer(this.realWidth, this.realHeight).addColorTexture(0, this);\n this.framebuffer.multisample = options.multisample;\n this.maskStack = [];\n this.filterStack = [{}];\n }\n set clearColor(value) {\n this._clear.setValue(value);\n }\n get clearColor() {\n return this._clear.value;\n }\n get clear() {\n return this._clear;\n }\n resize(desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n }\n dispose() {\n this.framebuffer.dispose();\n super.dispose();\n }\n destroy() {\n super.destroy();\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n }\n}\n\nexport { BaseRenderTexture };\n//# sourceMappingURL=BaseRenderTexture.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { Transform, Matrix } from '@pixi/math';\nimport { RenderTexture } from './RenderTexture.mjs';\n\nconst tempTransform = new Transform();\nclass GenerateTextureSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this._tempMatrix = new Matrix();\n }\n generateTexture(displayObject, options) {\n const { region: manualRegion, ...textureOptions } = options || {};\n const region = manualRegion || displayObject.getLocalBounds(null, true);\n if (region.width === 0)\n region.width = 1;\n if (region.height === 0)\n region.height = 1;\n const renderTexture = RenderTexture.create({\n width: region.width,\n height: region.height,\n ...textureOptions\n });\n this._tempMatrix.tx = -region.x;\n this._tempMatrix.ty = -region.y;\n const transform = displayObject.transform;\n displayObject.transform = tempTransform;\n this.renderer.render(displayObject, {\n renderTexture,\n transform: this._tempMatrix,\n skipUpdateTransform: !!displayObject.parent,\n blit: true\n });\n displayObject.transform = transform;\n return renderTexture;\n }\n destroy() {\n }\n}\nGenerateTextureSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"textureGenerator\"\n};\nextensions.add(GenerateTextureSystem);\n\nexport { GenerateTextureSystem };\n//# sourceMappingURL=GenerateTextureSystem.mjs.map\n","import { Texture } from '../textures/Texture.mjs';\nimport { BaseRenderTexture } from './BaseRenderTexture.mjs';\n\nclass RenderTexture extends Texture {\n constructor(baseRenderTexture, frame) {\n super(baseRenderTexture, frame);\n this.valid = true;\n this.filterFrame = null;\n this.filterPoolKey = null;\n this.updateUvs();\n }\n get framebuffer() {\n return this.baseTexture.framebuffer;\n }\n get multisample() {\n return this.framebuffer.multisample;\n }\n set multisample(value) {\n this.framebuffer.multisample = value;\n }\n resize(desiredWidth, desiredHeight, resizeBaseTexture = true) {\n const resolution = this.baseTexture.resolution;\n const width = Math.round(desiredWidth * resolution) / resolution;\n const height = Math.round(desiredHeight * resolution) / resolution;\n this.valid = width > 0 && height > 0;\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n }\n setResolution(resolution) {\n const { baseTexture } = this;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n }\n static create(options) {\n return new RenderTexture(new BaseRenderTexture(options));\n }\n}\n\nexport { RenderTexture };\n//# sourceMappingURL=RenderTexture.mjs.map\n","import { MSAA_QUALITY } from '@pixi/constants';\nimport { nextPow2 } from '@pixi/utils';\nimport { BaseRenderTexture } from './BaseRenderTexture.mjs';\nimport { RenderTexture } from './RenderTexture.mjs';\n\nclass RenderTexturePool {\n constructor(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n createTexture(realWidth, realHeight, multisample = MSAA_QUALITY.NONE) {\n const baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n }\n getOptimalTexture(minWidth, minHeight, resolution = 1, multisample = MSAA_QUALITY.NONE) {\n let key;\n minWidth = Math.ceil(minWidth * resolution - 1e-6);\n minHeight = Math.ceil(minHeight * resolution - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = ((minWidth & 65535) << 16 | minHeight & 65535) >>> 0;\n if (multisample > 1) {\n key += multisample * 4294967296;\n }\n } else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n let renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n }\n getFilterTexture(input, resolution, multisample) {\n const filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n }\n returnTexture(renderTexture) {\n const key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n }\n returnFilterTexture(renderTexture) {\n this.returnTexture(renderTexture);\n }\n clear(destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (const i in this.texturePool) {\n const textures = this.texturePool[i];\n if (textures) {\n for (let j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n }\n setScreenSize(size) {\n if (size.width === this._pixelsWidth && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (const i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n const textures = this.texturePool[i];\n if (textures) {\n for (let j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n }\n}\nRenderTexturePool.SCREEN_KEY = -1;\n\nexport { RenderTexturePool };\n//# sourceMappingURL=RenderTexturePool.mjs.map\n","import { Color } from '@pixi/color';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { Rectangle } from '@pixi/math';\n\nconst tempRect = new Rectangle();\nconst tempRect2 = new Rectangle();\nclass RenderTextureSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n bind(renderTexture = null, sourceFrame, destinationFrame) {\n const renderer = this.renderer;\n this.current = renderTexture;\n let baseTexture;\n let framebuffer;\n let resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n } else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer._view.screen.width;\n tempRect.height = renderer._view.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n const viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n } else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n }\n clear(clearColor, mask) {\n const fallbackColor = this.current ? this.current.baseTexture.clear : this.renderer.background.backgroundColor;\n const color = clearColor ? Color.shared.setValue(clearColor) : fallbackColor;\n const destinationFrame = this.destinationFrame;\n const baseFrame = this.current ? this.current.baseTexture : this.renderer._view.screen;\n const clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n let { x, y, width, height } = this.viewportFrame;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(color.red, color.green, color.blue, color.alpha, mask);\n if (clearMask) {\n this.renderer.scissor.pop();\n }\n }\n resize() {\n this.bind(null);\n }\n reset() {\n this.bind(null);\n }\n destroy() {\n this.renderer = null;\n }\n}\nRenderTextureSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"renderTexture\"\n};\nextensions.add(RenderTextureSystem);\n\nexport { RenderTextureSystem };\n//# sourceMappingURL=RenderTextureSystem.mjs.map\n","import { ENV } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { deprecation } from '@pixi/utils';\nimport { BatchRenderer } from './batch/BatchRenderer.mjs';\nimport { Filter } from './filters/Filter.mjs';\nimport { Program } from './shader/Program.mjs';\nimport './systems.mjs';\nimport { BaseTexture } from './textures/BaseTexture.mjs';\nimport { ContextSystem } from './context/ContextSystem.mjs';\nimport { BackgroundSystem } from './background/BackgroundSystem.mjs';\nimport { ViewSystem } from './view/ViewSystem.mjs';\nimport { StartupSystem } from './startup/StartupSystem.mjs';\nimport { TextureGCSystem } from './textures/TextureGCSystem.mjs';\n\nsettings.PREFER_ENV = ENV.WEBGL2;\nsettings.STRICT_TEXTURE_CACHE = false;\nsettings.RENDER_OPTIONS = {\n ...ContextSystem.defaultOptions,\n ...BackgroundSystem.defaultOptions,\n ...ViewSystem.defaultOptions,\n ...StartupSystem.defaultOptions\n};\nObject.defineProperties(settings, {\n WRAP_MODE: {\n get() {\n return BaseTexture.defaultOptions.wrapMode;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.WRAP_MODE is deprecated, use BaseTexture.defaultOptions.wrapMode\");\n BaseTexture.defaultOptions.wrapMode = value;\n }\n },\n SCALE_MODE: {\n get() {\n return BaseTexture.defaultOptions.scaleMode;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.SCALE_MODE is deprecated, use BaseTexture.defaultOptions.scaleMode\");\n BaseTexture.defaultOptions.scaleMode = value;\n }\n },\n MIPMAP_TEXTURES: {\n get() {\n return BaseTexture.defaultOptions.mipmap;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.MIPMAP_TEXTURES is deprecated, use BaseTexture.defaultOptions.mipmap\");\n BaseTexture.defaultOptions.mipmap = value;\n }\n },\n ANISOTROPIC_LEVEL: {\n get() {\n return BaseTexture.defaultOptions.anisotropicLevel;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.ANISOTROPIC_LEVEL is deprecated, use BaseTexture.defaultOptions.anisotropicLevel\");\n BaseTexture.defaultOptions.anisotropicLevel = value;\n }\n },\n FILTER_RESOLUTION: {\n get() {\n deprecation(\"7.1.0\", \"settings.FILTER_RESOLUTION is deprecated, use Filter.defaultResolution\");\n return Filter.defaultResolution;\n },\n set(value) {\n Filter.defaultResolution = value;\n }\n },\n FILTER_MULTISAMPLE: {\n get() {\n deprecation(\"7.1.0\", \"settings.FILTER_MULTISAMPLE is deprecated, use Filter.defaultMultisample\");\n return Filter.defaultMultisample;\n },\n set(value) {\n Filter.defaultMultisample = value;\n }\n },\n SPRITE_MAX_TEXTURES: {\n get() {\n return BatchRenderer.defaultMaxTextures;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.SPRITE_MAX_TEXTURES is deprecated, use BatchRenderer.defaultMaxTextures\");\n BatchRenderer.defaultMaxTextures = value;\n }\n },\n SPRITE_BATCH_SIZE: {\n get() {\n return BatchRenderer.defaultBatchSize;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.SPRITE_BATCH_SIZE is deprecated, use BatchRenderer.defaultBatchSize\");\n BatchRenderer.defaultBatchSize = value;\n }\n },\n CAN_UPLOAD_SAME_BUFFER: {\n get() {\n return BatchRenderer.canUploadSameBuffer;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.CAN_UPLOAD_SAME_BUFFER is deprecated, use BatchRenderer.canUploadSameBuffer\");\n BatchRenderer.canUploadSameBuffer = value;\n }\n },\n GC_MODE: {\n get() {\n return TextureGCSystem.defaultMode;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.GC_MODE is deprecated, use TextureGCSystem.defaultMode\");\n TextureGCSystem.defaultMode = value;\n }\n },\n GC_MAX_IDLE: {\n get() {\n return TextureGCSystem.defaultMaxIdle;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.GC_MAX_IDLE is deprecated, use TextureGCSystem.defaultMaxIdle\");\n TextureGCSystem.defaultMaxIdle = value;\n }\n },\n GC_MAX_CHECK_COUNT: {\n get() {\n return TextureGCSystem.defaultCheckCountMax;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.GC_MAX_CHECK_COUNT is deprecated, use TextureGCSystem.defaultCheckCountMax\");\n TextureGCSystem.defaultCheckCountMax = value;\n }\n },\n PRECISION_VERTEX: {\n get() {\n return Program.defaultVertexPrecision;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.PRECISION_VERTEX is deprecated, use Program.defaultVertexPrecision\");\n Program.defaultVertexPrecision = value;\n }\n },\n PRECISION_FRAGMENT: {\n get() {\n return Program.defaultFragmentPrecision;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.PRECISION_FRAGMENT is deprecated, use Program.defaultFragmentPrecision\");\n Program.defaultFragmentPrecision = value;\n }\n }\n});\n//# sourceMappingURL=settings.mjs.map\n","class IGLUniformData {\n}\nclass GLProgram {\n constructor(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n destroy() {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n }\n}\n\nexport { GLProgram, IGLUniformData };\n//# sourceMappingURL=GLProgram.mjs.map\n","import { PRECISION } from '@pixi/constants';\nimport { ProgramCache, isMobile } from '@pixi/utils';\nimport defaultFragment from './defaultProgram.mjs';\nimport defaultVertex from './defaultProgram2.mjs';\nimport './utils/index.mjs';\nimport { setPrecision } from './utils/setPrecision.mjs';\nimport { getMaxFragmentPrecision } from './utils/getMaxFragmentPrecision.mjs';\n\nlet UID = 0;\nconst nameCache = {};\nconst _Program = class {\n constructor(vertexSrc, fragmentSrc, name = \"pixi-shader\", extra = {}) {\n this.extra = {};\n this.id = UID++;\n this.vertexSrc = vertexSrc || _Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || _Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n this.extra = extra;\n if (this.vertexSrc.substring(0, 8) !== \"#version\") {\n name = name.replace(/\\s+/g, \"-\");\n if (nameCache[name]) {\n nameCache[name]++;\n name += `-${nameCache[name]}`;\n } else {\n nameCache[name] = 1;\n }\n this.vertexSrc = `#define SHADER_NAME ${name}\n${this.vertexSrc}`;\n this.fragmentSrc = `#define SHADER_NAME ${name}\n${this.fragmentSrc}`;\n this.vertexSrc = setPrecision(this.vertexSrc, _Program.defaultVertexPrecision, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, _Program.defaultFragmentPrecision, getMaxFragmentPrecision());\n }\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n static get defaultVertexSrc() {\n return defaultVertex;\n }\n static get defaultFragmentSrc() {\n return defaultFragment;\n }\n static from(vertexSrc, fragmentSrc, name) {\n const key = vertexSrc + fragmentSrc;\n let program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new _Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n }\n};\nlet Program = _Program;\nProgram.defaultVertexPrecision = PRECISION.HIGH;\nProgram.defaultFragmentPrecision = isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM;\n\nexport { Program };\n//# sourceMappingURL=Program.mjs.map\n","import { Runner } from '@pixi/runner';\nimport { Program } from './Program.mjs';\nimport { UniformGroup } from './UniformGroup.mjs';\n\nclass Shader {\n constructor(program, uniforms) {\n this.uniformBindCount = 0;\n this.program = program;\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n } else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n } else {\n this.uniformGroup = new UniformGroup({});\n }\n this.disposeRunner = new Runner(\"disposeShader\");\n }\n checkUniformExists(name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (const i in group.uniforms) {\n const uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n }\n destroy() {\n this.uniformGroup = null;\n this.disposeRunner.emit(this);\n this.disposeRunner.destroy();\n }\n get uniforms() {\n return this.uniformGroup.uniforms;\n }\n static from(vertexSrc, fragmentSrc, uniforms) {\n const program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n }\n}\n\nexport { Shader };\n//# sourceMappingURL=Shader.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport './utils/index.mjs';\nimport { generateProgram } from './utils/generateProgram.mjs';\nimport { generateUniformBufferSync } from './utils/generateUniformBufferSync.mjs';\nimport { unsafeEvalSupported } from './utils/unsafeEvalSupported.mjs';\nimport { generateUniformsSync } from './utils/generateUniformsSync.mjs';\n\nlet UID = 0;\nconst defaultSyncData = { textureCount: 0, uboCount: 0 };\nclass ShaderSystem {\n constructor(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n systemCheck() {\n if (!unsafeEvalSupported()) {\n throw new Error(\"Current environment does not allow unsafe-eval, please use @pixi/unsafe-eval module to enable support.\");\n }\n }\n contextChange(gl) {\n this.gl = gl;\n this.reset();\n }\n bind(shader, dontSync) {\n shader.disposeRunner.add(this);\n shader.uniforms.globals = this.renderer.globalUniforms;\n const program = shader.program;\n const glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n }\n setUniforms(uniforms) {\n const shader = this.shader.program;\n const glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n }\n syncUniformGroup(group, syncData) {\n const glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n }\n syncUniforms(group, glProgram, syncData) {\n const syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n }\n createSyncGroups(group) {\n const id = this.getSignature(group, this.shader.program.uniformData, \"u\");\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n }\n syncUniformBufferGroup(group, name) {\n const glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n const syncFunc = glProgram.uniformGroups[group.id] || this.createSyncBufferGroup(group, glProgram, name);\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n }\n createSyncBufferGroup(group, glProgram, name) {\n const { gl } = this.renderer;\n this.renderer.buffer.bind(group.buffer);\n const uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n const id = this.getSignature(group, this.shader.program.uniformData, \"ubo\");\n let uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n const data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n }\n getSignature(group, uniformData, preFix) {\n const uniforms = group.uniforms;\n const strings = [`${preFix}-`];\n for (const i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join(\"-\");\n }\n getGlProgram() {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n }\n generateProgram(shader) {\n const gl = this.gl;\n const program = shader.program;\n const glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n }\n reset() {\n this.program = null;\n this.shader = null;\n }\n disposeShader(shader) {\n if (this.shader === shader) {\n this.shader = null;\n }\n }\n destroy() {\n this.renderer = null;\n this.destroyed = true;\n }\n}\nShaderSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"shader\"\n};\nextensions.add(ShaderSystem);\n\nexport { ShaderSystem };\n//# sourceMappingURL=ShaderSystem.mjs.map\n","import { BUFFER_TYPE } from '@pixi/constants';\nimport { Buffer } from '../geometry/Buffer.mjs';\n\nlet UID = 0;\nclass UniformGroup {\n constructor(uniforms, isStatic, isUbo) {\n this.group = true;\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n } else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n update() {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n }\n add(name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n } else {\n throw new Error(\"[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them\");\n }\n }\n static from(uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n }\n static uboFrom(uniforms, _static) {\n return new UniformGroup(uniforms, _static ?? true, true);\n }\n}\n\nexport { UniformGroup };\n//# sourceMappingURL=UniformGroup.mjs.map\n","var defaultFragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nexport { defaultFragment as default };\n//# sourceMappingURL=defaultProgram.mjs.map\n","var 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\nexport { defaultVertex as default };\n//# sourceMappingURL=defaultProgram2.mjs.map\n","const fragTemplate = [\n \"precision mediump float;\",\n \"void main(void){\",\n \"float test = 0.1;\",\n \"%forloop%\",\n \"gl_FragColor = vec4(0.0);\",\n \"}\"\n].join(\"\\n\");\nfunction generateIfTestSrc(maxIfs) {\n let src = \"\";\n for (let i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += \"\\nelse \";\n }\n if (i < maxIfs - 1) {\n src += `if(test == ${i}.0){}`;\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error(\"Invalid value of `0` passed to `checkMaxIfStatementsInShader`\");\n }\n const shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) {\n const fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = maxIfs / 2 | 0;\n } else {\n break;\n }\n }\n return maxIfs;\n}\n\nexport { checkMaxIfStatementsInShader };\n//# sourceMappingURL=checkMaxIfStatementsInShader.mjs.map\n","function compileShader(gl, type, src) {\n const shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\nexport { compileShader };\n//# sourceMappingURL=compileShader.mjs.map\n","function booleanArray(size) {\n const array = new Array(size);\n for (let i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\nfunction defaultValue(type, size) {\n switch (type) {\n case \"float\":\n return 0;\n case \"vec2\":\n return new Float32Array(2 * size);\n case \"vec3\":\n return new Float32Array(3 * size);\n case \"vec4\":\n return new Float32Array(4 * size);\n case \"int\":\n case \"uint\":\n case \"sampler2D\":\n case \"sampler2DArray\":\n return 0;\n case \"ivec2\":\n return new Int32Array(2 * size);\n case \"ivec3\":\n return new Int32Array(3 * size);\n case \"ivec4\":\n return new Int32Array(4 * size);\n case \"uvec2\":\n return new Uint32Array(2 * size);\n case \"uvec3\":\n return new Uint32Array(3 * size);\n case \"uvec4\":\n return new Uint32Array(4 * size);\n case \"bool\":\n return false;\n case \"bvec2\":\n return booleanArray(2 * size);\n case \"bvec3\":\n return booleanArray(3 * size);\n case \"bvec4\":\n return booleanArray(4 * size);\n case \"mat2\":\n return new Float32Array([\n 1,\n 0,\n 0,\n 1\n ]);\n case \"mat3\":\n return new Float32Array([\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ]);\n case \"mat4\":\n return new Float32Array([\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ]);\n }\n return null;\n}\n\nexport { defaultValue };\n//# sourceMappingURL=defaultValue.mjs.map\n","import { GLProgram } from '../GLProgram.mjs';\nimport { compileShader } from './compileShader.mjs';\nimport { defaultValue } from './defaultValue.mjs';\nimport { getAttributeData } from './getAttributeData.mjs';\nimport { getUniformData } from './getUniformData.mjs';\nimport { logProgramError } from './logProgramError.mjs';\n\nfunction generateProgram(gl, program) {\n const glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n const glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n const webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n const transformFeedbackVaryings = program.extra?.transformFeedbackVaryings;\n if (transformFeedbackVaryings) {\n if (typeof gl.transformFeedbackVaryings !== \"function\") {\n console.warn(`TransformFeedback is not supported but TransformFeedbackVaryings are given.`);\n } else {\n gl.transformFeedbackVaryings(webGLProgram, transformFeedbackVaryings.names, transformFeedbackVaryings.bufferMode === \"separate\" ? gl.SEPARATE_ATTRIBS : gl.INTERLEAVED_ATTRIBS);\n }\n }\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n if (!/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m.test(program.vertexSrc)) {\n const keys = Object.keys(program.attributeData);\n keys.sort((a, b) => a > b ? 1 : -1);\n for (let i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n const uniformData = {};\n for (const i in program.uniformData) {\n const data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size)\n };\n }\n const glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nexport { generateProgram };\n//# sourceMappingURL=generateProgram.mjs.map\n","import './index.mjs';\nimport { uniformParsers } from './uniformParsers.mjs';\nimport { mapSize } from './mapSize.mjs';\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\nconst UBO_TO_SINGLE_SETTERS = {\n float: `\n data[offset] = v;\n `,\n vec2: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n `,\n vec3: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n `,\n vec4: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n data[offset+3] = v[3];\n `,\n mat2: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n\n data[offset+4] = v[2];\n data[offset+5] = v[3];\n `,\n mat3: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n `,\n mat4: `\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n `\n};\nconst GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4\n};\nfunction createUBOElements(uniformData) {\n const uboElements = uniformData.map((data) => ({\n data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n }));\n let size = 0;\n let chunkSize = 0;\n let offset = 0;\n for (let i = 0; i < uboElements.length; i++) {\n const uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n if (chunkSize % size !== 0 && chunkSize < 16) {\n const lineUpValue = chunkSize % size % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if (chunkSize + size > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n } else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n const usedUniformDatas = [];\n for (const i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n usedUniformDatas.sort((a, b) => a.index - b.index);\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n return { size: 0, syncFunc: uboUpdate };\n }\n const usedUniformDatas = getUBOData(group.uniforms, uniformData);\n const { uboElements, size } = createUBOElements(usedUniformDatas);\n const funcFragments = [`\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n `];\n for (let i = 0; i < uboElements.length; i++) {\n const uboElement = uboElements[i];\n const uniform = group.uniforms[uboElement.data.name];\n const name = uboElement.data.name;\n let parsed = false;\n for (let j = 0; j < uniformParsers.length; j++) {\n const uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(`offset = ${uboElement.offset / 4};`, uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n const size2 = mapSize(uboElement.data.type);\n const rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n const elementSize = size2 / rowSize;\n const remainder = (4 - elementSize % 4) % 4;\n funcFragments.push(`\n cv = ud.${name}.value;\n v = uv.${name};\n offset = ${uboElement.offset / 4};\n\n t = 0;\n\n for(var i=0; i < ${uboElement.data.size * rowSize}; i++)\n {\n for(var j = 0; j < ${elementSize}; j++)\n {\n data[offset++] = v[t++];\n }\n offset += ${remainder};\n }\n\n `);\n } else {\n const template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(`\n cv = ud.${name}.value;\n v = uv.${name};\n offset = ${uboElement.offset / 4};\n ${template};\n `);\n }\n }\n }\n funcFragments.push(`\n renderer.buffer.update(buffer);\n `);\n return {\n size,\n syncFunc: new Function(\"ud\", \"uv\", \"renderer\", \"syncData\", \"buffer\", funcFragments.join(\"\\n\"))\n };\n}\n\nexport { createUBOElements, generateUniformBufferSync, getUBOData };\n//# sourceMappingURL=generateUniformBufferSync.mjs.map\n","import { uniformParsers } from './uniformParsers.mjs';\n\nconst GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: `\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\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\n gl.uniform2f(location, v[0], v[1])\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 vec4: `\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(location, v[0], v[1], v[2], v[3]);\n }`,\n int: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }`,\n ivec2: `\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }`,\n ivec3: `\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.uniform3i(location, v[0], v[1], v[2]);\n }`,\n ivec4: `\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.uniform4i(location, v[0], v[1], v[2], v[3]);\n }`,\n uint: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1ui(location, v);\n }`,\n uvec2: `\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2ui(location, v[0], v[1]);\n }`,\n uvec3: `\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.uniform3ui(location, v[0], v[1], v[2]);\n }`,\n uvec4: `\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.uniform4ui(location, v[0], v[1], v[2], v[3]);\n }`,\n bool: `\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1i(location, v);\n }`,\n bvec2: `\n if (cv[0] != v[0] || cv[1] != v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }`,\n bvec3: `\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.uniform3i(location, v[0], v[1], v[2]);\n }`,\n bvec4: `\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.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 sampler2D: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }`,\n samplerCube: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }`,\n sampler2DArray: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }`\n};\nconst GLSL_TO_ARRAY_SETTERS = {\n float: `gl.uniform1fv(location, v)`,\n vec2: `gl.uniform2fv(location, v)`,\n vec3: `gl.uniform3fv(location, v)`,\n vec4: \"gl.uniform4fv(location, v)\",\n mat4: \"gl.uniformMatrix4fv(location, false, v)\",\n mat3: \"gl.uniformMatrix3fv(location, false, v)\",\n mat2: \"gl.uniformMatrix2fv(location, false, v)\",\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 uint: \"gl.uniform1uiv(location, v)\",\n uvec2: \"gl.uniform2uiv(location, v)\",\n uvec3: \"gl.uniform3uiv(location, v)\",\n uvec4: \"gl.uniform4uiv(location, v)\",\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 sampler2D: \"gl.uniform1iv(location, v)\",\n samplerCube: \"gl.uniform1iv(location, v)\",\n sampler2DArray: \"gl.uniform1iv(location, v)\"\n};\nfunction generateUniformsSync(group, uniformData) {\n const funcFragments = [`\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n `];\n for (const i in group.uniforms) {\n const data = uniformData[i];\n if (!data) {\n if (group.uniforms[i]?.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(`\n renderer.shader.syncUniformBufferGroup(uv.${i}, '${i}');\n `);\n } else {\n funcFragments.push(`\n renderer.shader.syncUniformGroup(uv.${i}, syncData);\n `);\n }\n }\n continue;\n }\n const uniform = group.uniforms[i];\n let parsed = false;\n for (let j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n const templateType = data.size === 1 && !data.isArray ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n const template = templateType[data.type].replace(\"location\", `ud[\"${i}\"].location`);\n funcFragments.push(`\n cu = ud[\"${i}\"];\n cv = cu.value;\n v = uv[\"${i}\"];\n ${template};`);\n }\n }\n return new Function(\"ud\", \"uv\", \"renderer\", \"syncData\", funcFragments.join(\"\\n\"));\n}\n\nexport { generateUniformsSync };\n//# sourceMappingURL=generateUniformsSync.mjs.map\n","import { mapSize } from './mapSize.mjs';\nimport { mapType } from './mapType.mjs';\n\nfunction getAttributeData(program, gl) {\n const attributes = {};\n const totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (let i = 0; i < totalAttributes; i++) {\n const attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.startsWith(\"gl_\")) {\n continue;\n }\n const type = mapType(gl, attribData.type);\n const data = {\n type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name)\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\nexport { getAttributeData };\n//# sourceMappingURL=getAttributeData.mjs.map\n","import { PRECISION } from '@pixi/constants';\nimport { getTestContext } from './getTestContext.mjs';\n\nlet maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n const gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n const shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\nexport { getMaxFragmentPrecision };\n//# sourceMappingURL=getMaxFragmentPrecision.mjs.map\n","import { ENV } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\n\nconst unknownContext = {};\nlet context = unknownContext;\nfunction getTestContext() {\n if (context === unknownContext || context?.isContextLost()) {\n const canvas = settings.ADAPTER.createCanvas();\n let gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext(\"webgl2\", {});\n }\n if (!gl) {\n gl = canvas.getContext(\"webgl\", {}) || canvas.getContext(\"experimental-webgl\", {});\n if (!gl) {\n gl = null;\n } else {\n gl.getExtension(\"WEBGL_draw_buffers\");\n }\n }\n context = gl;\n }\n return context;\n}\n\nexport { getTestContext };\n//# sourceMappingURL=getTestContext.mjs.map\n","import { defaultValue } from './defaultValue.mjs';\nimport { mapType } from './mapType.mjs';\n\nfunction getUniformData(program, gl) {\n const uniforms = {};\n const totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (let i = 0; i < totalUniforms; i++) {\n const uniformData = gl.getActiveUniform(program, i);\n const name = uniformData.name.replace(/\\[.*?\\]$/, \"\");\n const isArray = !!uniformData.name.match(/\\[.*?\\]$/);\n const type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name,\n index: i,\n type,\n size: uniformData.size,\n isArray,\n value: defaultValue(type, uniformData.size)\n };\n }\n return uniforms;\n}\n\nexport { getUniformData };\n//# sourceMappingURL=getUniformData.mjs.map\n","export { checkMaxIfStatementsInShader } from './checkMaxIfStatementsInShader.mjs';\nexport { compileShader } from './compileShader.mjs';\nexport { defaultValue } from './defaultValue.mjs';\nexport { generateUniformsSync } from './generateUniformsSync.mjs';\nexport { getMaxFragmentPrecision } from './getMaxFragmentPrecision.mjs';\nexport { getTestContext } from './getTestContext.mjs';\nexport { logProgramError } from './logProgramError.mjs';\nexport { mapSize } from './mapSize.mjs';\nexport { mapType } from './mapType.mjs';\nexport { setPrecision } from './setPrecision.mjs';\nexport { uniformParsers } from './uniformParsers.mjs';\nexport { unsafeEvalSupported } from './unsafeEvalSupported.mjs';\n//# sourceMappingURL=index.mjs.map\n","function logPrettyShaderError(gl, shader) {\n const shaderSrc = gl.getShaderSource(shader).split(\"\\n\").map((line, index) => `${index}: ${line}`);\n const shaderLog = gl.getShaderInfoLog(shader);\n const splitShader = shaderLog.split(\"\\n\");\n const dedupe = {};\n const lineNumbers = splitShader.map((line) => parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, \"$1\"))).filter((n) => {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n const logArgs = [\"\"];\n lineNumbers.forEach((number) => {\n shaderSrc[number - 1] = `%c${shaderSrc[number - 1]}%c`;\n logArgs.push(\"background: #FF0000; color:#FFFFFF; font-size: 10px\", \"font-size: 10px\");\n });\n const fragmentSourceToLog = shaderSrc.join(\"\\n\");\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n console.groupCollapsed(\"click to view full shader code\");\n console.warn(...logArgs);\n console.groupEnd();\n}\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error(\"PixiJS Error: Could not initialize shader.\");\n if (gl.getProgramInfoLog(program) !== \"\") {\n console.warn(\"PixiJS Warning: gl.getProgramInfoLog()\", gl.getProgramInfoLog(program));\n }\n }\n}\n\nexport { logProgramError };\n//# sourceMappingURL=logProgramError.mjs.map\n","const GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1\n};\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nexport { mapSize };\n//# sourceMappingURL=mapSize.mjs.map\n","let GL_TABLE = null;\nconst GL_TO_GLSL_TYPES = {\n FLOAT: \"float\",\n FLOAT_VEC2: \"vec2\",\n FLOAT_VEC3: \"vec3\",\n FLOAT_VEC4: \"vec4\",\n INT: \"int\",\n INT_VEC2: \"ivec2\",\n INT_VEC3: \"ivec3\",\n INT_VEC4: \"ivec4\",\n UNSIGNED_INT: \"uint\",\n UNSIGNED_INT_VEC2: \"uvec2\",\n UNSIGNED_INT_VEC3: \"uvec3\",\n UNSIGNED_INT_VEC4: \"uvec4\",\n BOOL: \"bool\",\n BOOL_VEC2: \"bvec2\",\n BOOL_VEC3: \"bvec3\",\n BOOL_VEC4: \"bvec4\",\n FLOAT_MAT2: \"mat2\",\n FLOAT_MAT3: \"mat3\",\n FLOAT_MAT4: \"mat4\",\n SAMPLER_2D: \"sampler2D\",\n INT_SAMPLER_2D: \"sampler2D\",\n UNSIGNED_INT_SAMPLER_2D: \"sampler2D\",\n SAMPLER_CUBE: \"samplerCube\",\n INT_SAMPLER_CUBE: \"samplerCube\",\n UNSIGNED_INT_SAMPLER_CUBE: \"samplerCube\",\n SAMPLER_2D_ARRAY: \"sampler2DArray\",\n INT_SAMPLER_2D_ARRAY: \"sampler2DArray\",\n UNSIGNED_INT_SAMPLER_2D_ARRAY: \"sampler2DArray\"\n};\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n const typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (let i = 0; i < typeNames.length; ++i) {\n const tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\nexport { mapType };\n//# sourceMappingURL=mapType.mjs.map\n","import { PRECISION } from '@pixi/constants';\n\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== \"precision\") {\n let precision = requestedPrecision;\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return `precision ${precision} float;\n${src}`;\n } else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === \"precision highp\") {\n return src.replace(\"precision highp\", \"precision mediump\");\n }\n return src;\n}\n\nexport { setPrecision };\n//# sourceMappingURL=setPrecision.mjs.map\n","const uniformParsers = [\n {\n test: (data) => data.type === \"float\" && data.size === 1 && !data.isArray,\n code: (name) => `\n if(uv[\"${name}\"] !== ud[\"${name}\"].value)\n {\n ud[\"${name}\"].value = uv[\"${name}\"]\n gl.uniform1f(ud[\"${name}\"].location, uv[\"${name}\"])\n }\n `\n },\n {\n test: (data, uniform) => (data.type === \"sampler2D\" || data.type === \"samplerCube\" || data.type === \"sampler2DArray\") && data.size === 1 && !data.isArray && (uniform == null || uniform.castToBaseTexture !== void 0),\n code: (name) => `t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"${name}\"], t);\n\n if(ud[\"${name}\"].value !== t)\n {\n ud[\"${name}\"].value = t;\n gl.uniform1i(ud[\"${name}\"].location, t);\n; // eslint-disable-line max-len\n }`\n },\n {\n test: (data, uniform) => data.type === \"mat3\" && data.size === 1 && !data.isArray && uniform.a !== void 0,\n code: (name) => `\n gl.uniformMatrix3fv(ud[\"${name}\"].location, false, uv[\"${name}\"].toArray(true));\n `,\n codeUbo: (name) => `\n var ${name}_matrix = uv.${name}.toArray(true);\n\n data[offset] = ${name}_matrix[0];\n data[offset+1] = ${name}_matrix[1];\n data[offset+2] = ${name}_matrix[2];\n \n data[offset + 4] = ${name}_matrix[3];\n data[offset + 5] = ${name}_matrix[4];\n data[offset + 6] = ${name}_matrix[5];\n \n data[offset + 8] = ${name}_matrix[6];\n data[offset + 9] = ${name}_matrix[7];\n data[offset + 10] = ${name}_matrix[8];\n `\n },\n {\n test: (data, uniform) => data.type === \"vec2\" && data.size === 1 && !data.isArray && uniform.x !== void 0,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"${name}\"].location, v.x, v.y);\n }`,\n codeUbo: (name) => `\n v = uv.${name};\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n `\n },\n {\n test: (data) => data.type === \"vec2\" && data.size === 1 && !data.isArray,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"${name}\"].location, v[0], v[1]);\n }\n `\n },\n {\n test: (data, uniform) => data.type === \"vec4\" && data.size === 1 && !data.isArray && uniform.width !== void 0,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\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[\"${name}\"].location, v.x, v.y, v.width, v.height)\n }`,\n codeUbo: (name) => `\n v = uv.${name};\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n data[offset+2] = v.width;\n data[offset+3] = v.height;\n `\n },\n {\n test: (data, uniform) => data.type === \"vec4\" && data.size === 1 && !data.isArray && uniform.red !== void 0,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue || cv[3] !== v.alpha)\n {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n cv[3] = v.alpha;\n gl.uniform4f(ud[\"${name}\"].location, v.red, v.green, v.blue, v.alpha)\n }`,\n codeUbo: (name) => `\n v = uv.${name};\n\n data[offset] = v.red;\n data[offset+1] = v.green;\n data[offset+2] = v.blue;\n data[offset+3] = v.alpha;\n `\n },\n {\n test: (data, uniform) => data.type === \"vec3\" && data.size === 1 && !data.isArray && uniform.red !== void 0,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue || cv[3] !== v.a)\n {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n \n gl.uniform3f(ud[\"${name}\"].location, v.red, v.green, v.blue)\n }`,\n codeUbo: (name) => `\n v = uv.${name};\n\n data[offset] = v.red;\n data[offset+1] = v.green;\n data[offset+2] = v.blue;\n `\n },\n {\n test: (data) => data.type === \"vec4\" && data.size === 1 && !data.isArray,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\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[\"${name}\"].location, v[0], v[1], v[2], v[3])\n }`\n }\n];\n\nexport { uniformParsers };\n//# sourceMappingURL=uniformParsers.mjs.map\n","let unsafeEval;\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === \"boolean\") {\n return unsafeEval;\n }\n try {\n const func = new Function(\"param1\", \"param2\", \"param3\", \"return param1[param2] === param3;\");\n unsafeEval = func({ a: \"b\" }, \"a\", \"b\") === true;\n } catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nexport { unsafeEvalSupported };\n//# sourceMappingURL=unsafeEvalSupported.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\n\nclass StartupSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n run(options) {\n const { renderer } = this;\n renderer.runners.init.emit(renderer.options);\n if (options.hello) {\n console.log(`PixiJS ${\"7.2.3\"} - ${renderer.rendererLogId} - https://pixijs.com`);\n }\n renderer.resize(renderer.screen.width, renderer.screen.height);\n }\n destroy() {\n }\n}\nStartupSystem.defaultOptions = {\n hello: false\n};\nStartupSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"startup\"\n};\nextensions.add(StartupSystem);\n\nexport { StartupSystem };\n//# sourceMappingURL=StartupSystem.mjs.map\n","import { BLEND_MODES } from '@pixi/constants';\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\nconst DEPTH_MASK = 5;\nclass State {\n constructor() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n }\n get blend() {\n return !!(this.data & 1 << BLEND);\n }\n set blend(value) {\n if (!!(this.data & 1 << BLEND) !== value) {\n this.data ^= 1 << BLEND;\n }\n }\n get offsets() {\n return !!(this.data & 1 << OFFSET);\n }\n set offsets(value) {\n if (!!(this.data & 1 << OFFSET) !== value) {\n this.data ^= 1 << OFFSET;\n }\n }\n get culling() {\n return !!(this.data & 1 << CULLING);\n }\n set culling(value) {\n if (!!(this.data & 1 << CULLING) !== value) {\n this.data ^= 1 << CULLING;\n }\n }\n get depthTest() {\n return !!(this.data & 1 << DEPTH_TEST);\n }\n set depthTest(value) {\n if (!!(this.data & 1 << DEPTH_TEST) !== value) {\n this.data ^= 1 << DEPTH_TEST;\n }\n }\n get depthMask() {\n return !!(this.data & 1 << DEPTH_MASK);\n }\n set depthMask(value) {\n if (!!(this.data & 1 << DEPTH_MASK) !== value) {\n this.data ^= 1 << DEPTH_MASK;\n }\n }\n get clockwiseFrontFace() {\n return !!(this.data & 1 << WINDING);\n }\n set clockwiseFrontFace(value) {\n if (!!(this.data & 1 << WINDING) !== value) {\n this.data ^= 1 << WINDING;\n }\n }\n get blendMode() {\n return this._blendMode;\n }\n set blendMode(value) {\n this.blend = value !== BLEND_MODES.NONE;\n this._blendMode = value;\n }\n get polygonOffset() {\n return this._polygonOffset;\n }\n set polygonOffset(value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n }\n toString() {\n return `[@pixi/core:State blendMode=${this.blendMode} clockwiseFrontFace=${this.clockwiseFrontFace} culling=${this.culling} depthMask=${this.depthMask} polygonOffset=${this.polygonOffset}]`;\n }\n static for2d() {\n const state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n }\n}\n\nexport { State };\n//# sourceMappingURL=State.mjs.map\n","import { BLEND_MODES } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { State } from './State.mjs';\nimport { mapWebGLBlendModesToPixi } from './utils/mapWebGLBlendModesToPixi.mjs';\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\nconst DEPTH_MASK = 5;\nconst _StateSystem = class {\n constructor() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n contextChange(gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n }\n set(state) {\n state = state || this.defaultState;\n if (this.stateId !== state.data) {\n let diff = this.stateId ^ state.data;\n let i = 0;\n while (diff) {\n if (diff & 1) {\n this.map[i].call(this, !!(state.data & 1 << i));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n for (let i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n }\n forceState(state) {\n state = state || this.defaultState;\n for (let i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & 1 << i));\n }\n for (let i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n }\n setBlend(value) {\n this.updateCheck(_StateSystem.checkBlendMode, value);\n this.gl[value ? \"enable\" : \"disable\"](this.gl.BLEND);\n }\n setOffset(value) {\n this.updateCheck(_StateSystem.checkPolygonOffset, value);\n this.gl[value ? \"enable\" : \"disable\"](this.gl.POLYGON_OFFSET_FILL);\n }\n setDepthTest(value) {\n this.gl[value ? \"enable\" : \"disable\"](this.gl.DEPTH_TEST);\n }\n setDepthMask(value) {\n this.gl.depthMask(value);\n }\n setCullFace(value) {\n this.gl[value ? \"enable\" : \"disable\"](this.gl.CULL_FACE);\n }\n setFrontFace(value) {\n this.gl.frontFace(this.gl[value ? \"CW\" : \"CCW\"]);\n }\n setBlendMode(value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n const mode = this.blendModes[value];\n const gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n } else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n } else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n }\n setPolygonOffset(value, scale) {\n this.gl.polygonOffset(value, scale);\n }\n reset() {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n }\n updateCheck(func, value) {\n const index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n } else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n }\n static checkBlendMode(system, state) {\n system.setBlendMode(state.blendMode);\n }\n static checkPolygonOffset(system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n }\n destroy() {\n this.gl = null;\n }\n};\nlet StateSystem = _StateSystem;\nStateSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"state\"\n};\nextensions.add(StateSystem);\n\nexport { StateSystem };\n//# sourceMappingURL=StateSystem.mjs.map\n","import { BLEND_MODES } from '@pixi/constants';\n\nfunction mapWebGLBlendModesToPixi(gl, array = []) {\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 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 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 array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nexport { mapWebGLBlendModesToPixi };\n//# sourceMappingURL=mapWebGLBlendModesToPixi.mjs.map\n","\n//# sourceMappingURL=ISystem.mjs.map\n","import { Runner } from '@pixi/runner';\nimport { EventEmitter } from '@pixi/utils';\n\nclass SystemManager extends EventEmitter {\n constructor() {\n super(...arguments);\n this.runners = {};\n this._systemsHash = {};\n }\n setup(config) {\n this.addRunners(...config.runners);\n const priority = (config.priority ?? []).filter((key) => config.systems[key]);\n const orderByPriority = [\n ...priority,\n ...Object.keys(config.systems).filter((key) => !priority.includes(key))\n ];\n for (const i of orderByPriority) {\n this.addSystem(config.systems[i], i);\n }\n }\n addRunners(...runnerIds) {\n runnerIds.forEach((runnerId) => {\n this.runners[runnerId] = new Runner(runnerId);\n });\n }\n addSystem(ClassRef, name) {\n const system = new ClassRef(this);\n if (this[name]) {\n throw new Error(`Whoops! The name \"${name}\" is already in use`);\n }\n this[name] = system;\n this._systemsHash[name] = system;\n for (const i in this.runners) {\n this.runners[i].add(system);\n }\n return this;\n }\n emitWithCustomOptions(runner, options) {\n const systemHashKeys = Object.keys(this._systemsHash);\n runner.items.forEach((system) => {\n const systemName = systemHashKeys.find((systemId) => this._systemsHash[systemId] === system);\n system[runner.name](options[systemName]);\n });\n }\n destroy() {\n Object.values(this.runners).forEach((runner) => {\n runner.destroy();\n });\n this._systemsHash = {};\n }\n}\n\nexport { SystemManager };\n//# sourceMappingURL=SystemManager.mjs.map\n","export { BackgroundSystem } from './background/BackgroundSystem.mjs';\nexport { BatchSystem } from './batch/BatchSystem.mjs';\nexport { ContextSystem } from './context/ContextSystem.mjs';\nexport { FilterSystem } from './filters/FilterSystem.mjs';\nexport { FramebufferSystem } from './framebuffer/FramebufferSystem.mjs';\nexport { GeometrySystem } from './geometry/GeometrySystem.mjs';\nexport { MaskSystem } from './mask/MaskSystem.mjs';\nexport { ScissorSystem } from './mask/ScissorSystem.mjs';\nexport { StencilSystem } from './mask/StencilSystem.mjs';\nexport { PluginSystem } from './plugin/PluginSystem.mjs';\nexport { ProjectionSystem } from './projection/ProjectionSystem.mjs';\nexport { GenerateTextureSystem } from './renderTexture/GenerateTextureSystem.mjs';\nexport { RenderTextureSystem } from './renderTexture/RenderTextureSystem.mjs';\nexport { ShaderSystem } from './shader/ShaderSystem.mjs';\nexport { StartupSystem } from './startup/StartupSystem.mjs';\nexport { StateSystem } from './state/StateSystem.mjs';\nexport { SystemManager } from './system/SystemManager.mjs';\nexport { TextureGCSystem } from './textures/TextureGCSystem.mjs';\nexport { TextureSystem } from './textures/TextureSystem.mjs';\nexport { TransformFeedbackSystem } from './transformFeedback/TransformFeedbackSystem.mjs';\nexport { ViewSystem } from './view/ViewSystem.mjs';\n//# sourceMappingURL=systems.mjs.map\n","import { SCALE_MODES, FORMATS, ALPHA_MODES, TYPES, MIPMAP_MODES, WRAP_MODES, TARGETS } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { EventEmitter, uid, isPow2, BaseTextureCache, TextureCache } from '@pixi/utils';\nimport { autoDetectResource } from './resources/autoDetectResource.mjs';\nimport { BufferResource } from './resources/BufferResource.mjs';\nimport { Resource } from './resources/Resource.mjs';\n\nconst defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM\n};\nconst _BaseTexture = class extends EventEmitter {\n constructor(resource = null, options = null) {\n super();\n options = Object.assign({}, _BaseTexture.defaultOptions, options);\n const {\n alphaMode,\n mipmap,\n anisotropicLevel,\n scaleMode,\n width,\n height,\n wrapMode,\n format,\n type,\n target,\n resolution,\n resourceOptions\n } = options;\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n this.resolution = resolution || settings.RESOLUTION;\n this.width = Math.round((width || 0) * this.resolution) / this.resolution;\n this.height = Math.round((height || 0) * this.resolution) / this.resolution;\n this._mipmap = mipmap;\n this.anisotropicLevel = anisotropicLevel;\n this._wrapMode = wrapMode;\n this._scaleMode = scaleMode;\n this.format = format;\n this.type = type;\n this.target = target;\n this.alphaMode = alphaMode;\n this.uid = uid();\n this.touched = 0;\n this.isPowerOfTwo = false;\n this._refreshPOT();\n this._glTextures = {};\n this.dirtyId = 0;\n this.dirtyStyleId = 0;\n this.cacheId = null;\n this.valid = width > 0 && height > 0;\n this.textureCacheIds = [];\n this.destroyed = false;\n this.resource = null;\n this._batchEnabled = 0;\n this._batchLocation = 0;\n this.parentTextureArray = null;\n this.setResource(resource);\n }\n get realWidth() {\n return Math.round(this.width * this.resolution);\n }\n get realHeight() {\n return Math.round(this.height * this.resolution);\n }\n get mipmap() {\n return this._mipmap;\n }\n set mipmap(value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n }\n get scaleMode() {\n return this._scaleMode;\n }\n set scaleMode(value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n }\n get wrapMode() {\n return this._wrapMode;\n }\n set wrapMode(value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n }\n setStyle(scaleMode, mipmap) {\n let dirty;\n if (scaleMode !== void 0 && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== void 0 && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n }\n setSize(desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n }\n setRealSize(realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n }\n _refreshPOT() {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n }\n setResolution(resolution) {\n const oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit(\"update\", this);\n }\n this._refreshPOT();\n return this;\n }\n setResource(resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error(\"Resource can be set only once\");\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n }\n update() {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit(\"loaded\", this);\n this.emit(\"update\", this);\n }\n } else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit(\"update\", this);\n }\n }\n onError(event) {\n this.emit(\"error\", this, event);\n }\n destroy() {\n if (this.resource) {\n this.resource.unbind(this);\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n this.dispose();\n _BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n }\n dispose() {\n this.emit(\"dispose\", this);\n }\n castToBaseTexture() {\n return this;\n }\n static from(source, options, strict = settings.STRICT_TEXTURE_CACHE) {\n const isFrame = typeof source === \"string\";\n let cacheId = null;\n if (isFrame) {\n cacheId = source;\n } else {\n if (!source._pixiId) {\n const prefix = options?.pixiIdPrefix || \"pixiid\";\n source._pixiId = `${prefix}_${uid()}`;\n }\n cacheId = source._pixiId;\n }\n let baseTexture = BaseTextureCache[cacheId];\n if (isFrame && strict && !baseTexture) {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in BaseTextureCache.`);\n }\n if (!baseTexture) {\n baseTexture = new _BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n _BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n }\n static fromBuffer(buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n const resource = new BufferResource(buffer, { width, height });\n const type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new _BaseTexture(resource, Object.assign({}, defaultBufferOptions, options || { width, height, type }));\n }\n static addToCache(baseTexture, id) {\n if (id) {\n if (!baseTexture.textureCacheIds.includes(id)) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id] && BaseTextureCache[id] !== baseTexture) {\n console.warn(`BaseTexture added to the cache with an id [${id}] that already had an entry`);\n }\n BaseTextureCache[id] = baseTexture;\n }\n }\n static removeFromCache(baseTexture) {\n if (typeof baseTexture === \"string\") {\n const baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n const index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n } else if (baseTexture?.textureCacheIds) {\n for (let i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n }\n};\nlet BaseTexture = _BaseTexture;\nBaseTexture.defaultOptions = {\n mipmap: MIPMAP_MODES.POW2,\n anisotropicLevel: 0,\n scaleMode: SCALE_MODES.LINEAR,\n wrapMode: WRAP_MODES.CLAMP,\n alphaMode: ALPHA_MODES.UNPACK,\n target: TARGETS.TEXTURE_2D,\n format: FORMATS.RGBA,\n type: TYPES.UNSIGNED_BYTE\n};\nBaseTexture._globalBatch = 0;\n\nexport { BaseTexture };\n//# sourceMappingURL=BaseTexture.mjs.map\n","import { TYPES, FORMATS } from '@pixi/constants';\n\nclass GLTexture {\n constructor(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n}\n\nexport { GLTexture };\n//# sourceMappingURL=GLTexture.mjs.map\n","import { Rectangle, Point } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { EventEmitter, TextureCache, uid, getResolutionOfUrl } from '@pixi/utils';\nimport { BaseTexture } from './BaseTexture.mjs';\nimport { ImageResource } from './resources/ImageResource.mjs';\nimport { TextureUvs } from './TextureUvs.mjs';\n\nconst DEFAULT_UVS = new TextureUvs();\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() {\n };\n tex.on = function _emptyOn() {\n };\n tex.once = function _emptyOnce() {\n };\n tex.emit = function _emptyEmit() {\n };\n}\nclass Texture extends EventEmitter {\n constructor(baseTexture, frame, orig, trim, rotate, anchor, borders) {\n super();\n this.noFrame = false;\n if (!frame) {\n this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n this.baseTexture = baseTexture;\n this._frame = frame;\n this.trim = trim;\n this.valid = false;\n this._uvs = DEFAULT_UVS;\n this.uvMatrix = null;\n this.orig = orig || frame;\n this._rotate = Number(rotate || 0);\n if (rotate === true) {\n this._rotate = 2;\n } else if (this._rotate % 2 !== 0) {\n throw new Error(\"attempt to use diamond-shaped UVs. If you are sure, set rotation manually\");\n }\n this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n this.defaultBorders = borders;\n this._updateID = 0;\n this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once(\"loaded\", this.onBaseTextureUpdated, this);\n } else if (this.noFrame) {\n if (baseTexture.valid) {\n this.onBaseTextureUpdated(baseTexture);\n }\n } else {\n this.frame = frame;\n }\n if (this.noFrame) {\n baseTexture.on(\"update\", this.onBaseTextureUpdated, this);\n }\n }\n update() {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n }\n onBaseTextureUpdated(baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n } else {\n this.frame = this._frame;\n }\n this.emit(\"update\", this);\n }\n destroy(destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n const { resource } = this.baseTexture;\n if (resource?.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off(\"loaded\", this.onBaseTextureUpdated, this);\n this.baseTexture.off(\"update\", this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n }\n clone() {\n const clonedFrame = this._frame.clone();\n const clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n const clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim?.clone(), this.rotate, this.defaultAnchor, this.defaultBorders);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n }\n updateUvs() {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n }\n static from(source, options = {}, strict = settings.STRICT_TEXTURE_CACHE) {\n const isFrame = typeof source === \"string\";\n let cacheId = null;\n if (isFrame) {\n cacheId = source;\n } else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n const prefix = options?.pixiIdPrefix || \"pixiid\";\n source.cacheId = `${prefix}-${uid()}`;\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n } else {\n if (!source._pixiId) {\n const prefix = options?.pixiIdPrefix || \"pixiid\";\n source._pixiId = `${prefix}_${uid()}`;\n }\n cacheId = source._pixiId;\n }\n let texture = TextureCache[cacheId];\n if (isFrame && strict && !texture) {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in TextureCache.`);\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n } else if (!texture && source instanceof BaseTexture) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n return texture;\n }\n static fromURL(url, options) {\n const resourceOptions = Object.assign({ autoLoad: false }, options?.resourceOptions);\n const texture = Texture.from(url, Object.assign({ resourceOptions }, options), false);\n const resource = texture.baseTexture.resource;\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n return resource.load().then(() => Promise.resolve(texture));\n }\n static fromBuffer(buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n }\n static fromLoader(source, imageUrl, name, options) {\n const baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: BaseTexture.defaultOptions.scaleMode,\n resolution: getResolutionOfUrl(imageUrl)\n }, options));\n const { resource } = baseTexture;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n const texture = new Texture(baseTexture);\n if (!name) {\n name = imageUrl;\n }\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n return new Promise((resolve) => {\n texture.baseTexture.once(\"loaded\", () => resolve(texture));\n });\n }\n static addToCache(texture, id) {\n if (id) {\n if (!texture.textureCacheIds.includes(id)) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id] && TextureCache[id] !== texture) {\n console.warn(`Texture added to the cache with an id [${id}] that already had an entry`);\n }\n TextureCache[id] = texture;\n }\n }\n static removeFromCache(texture) {\n if (typeof texture === \"string\") {\n const textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n const index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n } else if (texture?.textureCacheIds) {\n for (let i = 0; i < texture.textureCacheIds.length; ++i) {\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n }\n get resolution() {\n return this.baseTexture.resolution;\n }\n get frame() {\n return this._frame;\n }\n set frame(frame) {\n this._frame = frame;\n this.noFrame = false;\n const { x, y, width, height } = frame;\n const xNotFit = x + width > this.baseTexture.width;\n const yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n const relationship = xNotFit && yNotFit ? \"and\" : \"or\";\n const errorX = `X: ${x} + ${width} = ${x + width} > ${this.baseTexture.width}`;\n const errorY = `Y: ${y} + ${height} = ${y + height} > ${this.baseTexture.height}`;\n throw new Error(`Texture Error: frame does not fit inside the base Texture dimensions: ${errorX} ${relationship} ${errorY}`);\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n }\n get rotate() {\n return this._rotate;\n }\n set rotate(rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n }\n get width() {\n return this.orig.width;\n }\n get height() {\n return this.orig.height;\n }\n castToBaseTexture() {\n return this.baseTexture;\n }\n static get EMPTY() {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n }\n static get WHITE() {\n if (!Texture._WHITE) {\n const canvas = settings.ADAPTER.createCanvas(16, 16);\n const context = canvas.getContext(\"2d\");\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = \"white\";\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n }\n}\n\nexport { Texture };\n//# sourceMappingURL=Texture.mjs.map\n","import { GC_MODES } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nconst _TextureGCSystem = class {\n constructor(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = _TextureGCSystem.defaultMaxIdle;\n this.checkCountMax = _TextureGCSystem.defaultCheckCountMax;\n this.mode = _TextureGCSystem.defaultMode;\n }\n postrender() {\n if (!this.renderer.objectRenderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n }\n run() {\n const tm = this.renderer.texture;\n const managedTextures = tm.managedTextures;\n let wasRemoved = false;\n for (let i = 0; i < managedTextures.length; i++) {\n const texture = managedTextures[i];\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n let j = 0;\n for (let i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n }\n unload(displayObject) {\n const tm = this.renderer.texture;\n const texture = displayObject._texture;\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (let i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n }\n destroy() {\n this.renderer = null;\n }\n};\nlet TextureGCSystem = _TextureGCSystem;\nTextureGCSystem.defaultMode = GC_MODES.AUTO;\nTextureGCSystem.defaultMaxIdle = 60 * 60;\nTextureGCSystem.defaultCheckCountMax = 60 * 10;\nTextureGCSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"textureGC\"\n};\nextensions.add(TextureGCSystem);\n\nexport { TextureGCSystem };\n//# sourceMappingURL=TextureGCSystem.mjs.map\n","import { Matrix } from '@pixi/math';\n\nconst tempMat = new Matrix();\nclass TextureMatrix {\n constructor(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = typeof clampMargin === \"undefined\" ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n get texture() {\n return this._texture;\n }\n set texture(value) {\n this._texture = value;\n this._textureID = -1;\n }\n multiplyUvs(uvs, out) {\n if (out === void 0) {\n out = uvs;\n }\n const mat = this.mapCoord;\n for (let i = 0; i < uvs.length; i += 2) {\n const x = uvs[i];\n const y = uvs[i + 1];\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 return out;\n }\n update(forceUpdate) {\n const tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n const uvs = tex._uvs;\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 const orig = tex.orig;\n const trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n const texBase = tex.baseTexture;\n const frame = this.uClampFrame;\n const margin = this.clampMargin / texBase.resolution;\n const offset = this.clampOffset;\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 this.isSimple = tex._frame.width === texBase.width && tex._frame.height === texBase.height && tex.rotate === 0;\n return true;\n }\n}\n\nexport { TextureMatrix };\n//# sourceMappingURL=TextureMatrix.mjs.map\n","import { SAMPLER_TYPES, TYPES, MIPMAP_MODES, WRAP_MODES, SCALE_MODES } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { removeItems } from '@pixi/utils';\nimport { BaseTexture } from './BaseTexture.mjs';\nimport { GLTexture } from './GLTexture.mjs';\nimport { mapTypeAndFormatToInternalFormat } from './utils/mapTypeAndFormatToInternalFormat.mjs';\n\nclass TextureSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n contextChange() {\n const gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (let i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n this.emptyTextures = {};\n const emptyTexture2D = new GLTexture(gl.createTexture());\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 this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (let i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\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 for (let i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n }\n bind(texture, location = 0) {\n const { gl } = this;\n texture = texture?.castToBaseTexture();\n if (texture?.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n const glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n } else if (glTexture.dirtyStyleId !== texture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n this.boundTextures[location] = texture;\n } else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n }\n reset() {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (let i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n }\n unbind(texture) {\n const { gl, boundTextures } = this;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n for (let i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (let i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n }\n ensureSamplerType(maxTextures) {\n const { boundTextures, hasIntegerTextures, CONTEXT_UID } = this;\n if (!hasIntegerTextures) {\n return;\n }\n for (let i = maxTextures - 1; i >= 0; --i) {\n const tex = boundTextures[i];\n if (tex) {\n const glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n }\n initTexture(texture) {\n const glTexture = new GLTexture(this.gl.createTexture());\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on(\"dispose\", this.destroyTexture, this);\n return glTexture;\n }\n initTextureType(texture, glTexture) {\n glTexture.internalFormat = this.internalFormats[texture.type]?.[texture.format] ?? texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n glTexture.type = this.gl.HALF_FLOAT;\n } else {\n glTexture.type = texture.type;\n }\n }\n updateTexture(texture) {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n const renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource?.upload(renderer, texture, glTexture)) {\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n } else {\n const width = texture.realWidth;\n const height = texture.realHeight;\n const gl = renderer.gl;\n if (glTexture.width !== width || glTexture.height !== height || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n }\n destroyTexture(texture, skipRemove) {\n const { gl } = this;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off(\"dispose\", this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n const i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n }\n updateTextureStyle(texture) {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n } else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n } else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource?.style(this.renderer, texture, glTexture)) {\n } else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n }\n setStyle(texture, glTexture) {\n const gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n const anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n const level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n } else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n destroy() {\n this.renderer = null;\n }\n}\nTextureSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"texture\"\n};\nextensions.add(TextureSystem);\n\nexport { TextureSystem };\n//# sourceMappingURL=TextureSystem.mjs.map\n","import { groupD8 } from '@pixi/math';\n\nclass TextureUvs {\n constructor() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n set(frame, baseFrame, rotate) {\n const tw = baseFrame.width;\n const th = baseFrame.height;\n if (rotate) {\n const w2 = frame.width / 2 / tw;\n const h2 = frame.height / 2 / th;\n const cX = frame.x / tw + w2;\n const cY = frame.y / th + h2;\n rotate = groupD8.add(rotate, groupD8.NW);\n this.x0 = cX + w2 * groupD8.uX(rotate);\n this.y0 = cY + h2 * groupD8.uY(rotate);\n rotate = groupD8.add(rotate, 2);\n this.x1 = cX + w2 * groupD8.uX(rotate);\n this.y1 = cY + h2 * groupD8.uY(rotate);\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + w2 * groupD8.uX(rotate);\n this.y2 = cY + h2 * groupD8.uY(rotate);\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + w2 * groupD8.uX(rotate);\n this.y3 = cY + h2 * groupD8.uY(rotate);\n } else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\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 toString() {\n return `[@pixi/core:TextureUvs x0=${this.x0} y0=${this.y0} x1=${this.x1} y1=${this.y1} x2=${this.x2} y2=${this.y2} x3=${this.x3} y3=${this.y3}]`;\n }\n}\n\nexport { TextureUvs };\n//# sourceMappingURL=TextureUvs.mjs.map\n","import { BaseTexture } from '../BaseTexture.mjs';\nimport { autoDetectResource } from './autoDetectResource.mjs';\nimport { Resource } from './Resource.mjs';\n\nclass AbstractMultiResource extends Resource {\n constructor(length, options) {\n const { width, height } = options || {};\n super(width, height);\n this.items = [];\n this.itemDirtyIds = [];\n for (let i = 0; i < length; i++) {\n const partTexture = new BaseTexture();\n this.items.push(partTexture);\n this.itemDirtyIds.push(-2);\n }\n this.length = length;\n this._load = null;\n this.baseTexture = null;\n }\n initFromArray(resources, options) {\n for (let i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n } else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n } else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n }\n dispose() {\n for (let i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n }\n addResourceAt(resource, index) {\n if (!this.items[index]) {\n throw new Error(`Index ${index} is out of bounds`);\n }\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n }\n bind(baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error(\"Only one base texture per TextureArray is allowed\");\n }\n super.bind(baseTexture);\n for (let i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on(\"update\", baseTexture.update, baseTexture);\n }\n }\n unbind(baseTexture) {\n super.unbind(baseTexture);\n for (let i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off(\"update\", baseTexture.update, baseTexture);\n }\n }\n load() {\n if (this._load) {\n return this._load;\n }\n const resources = this.items.map((item) => item.resource).filter((item) => item);\n const promises = resources.map((item) => item.load());\n this._load = Promise.all(promises).then(() => {\n const { realWidth, realHeight } = this.items[0];\n this.resize(realWidth, realHeight);\n return Promise.resolve(this);\n });\n return this._load;\n }\n}\n\nexport { AbstractMultiResource };\n//# sourceMappingURL=AbstractMultiResource.mjs.map\n","import { TARGETS } from '@pixi/constants';\nimport { AbstractMultiResource } from './AbstractMultiResource.mjs';\n\nclass ArrayResource extends AbstractMultiResource {\n constructor(source, options) {\n const { width, height } = options || {};\n let urls;\n let length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n } else {\n length = source;\n }\n super(length, { width, height });\n if (urls) {\n this.initFromArray(urls, options);\n }\n }\n addBaseTextureAt(baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n } else {\n throw new Error(\"ArrayResource does not support RenderTexture\");\n }\n return this;\n }\n bind(baseTexture) {\n super.bind(baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n }\n upload(renderer, texture, glTexture) {\n const { length, itemDirtyIds, items } = this;\n const { gl } = renderer;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (let i = 0; i < length; i++) {\n const item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, 0, i, item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n }\n}\n\nexport { ArrayResource };\n//# sourceMappingURL=ArrayResource.mjs.map\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { determineCrossOrigin } from '@pixi/utils';\nimport { Resource } from './Resource.mjs';\n\nclass BaseImageResource extends Resource {\n constructor(source) {\n const sourceAny = source;\n const width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n const height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n super(width, height);\n this.source = source;\n this.noSubImage = false;\n }\n static crossOrigin(element, url, crossorigin) {\n if (crossorigin === void 0 && !url.startsWith(\"data:\")) {\n element.crossOrigin = determineCrossOrigin(url);\n } else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === \"string\" ? crossorigin : \"anonymous\";\n }\n }\n upload(renderer, baseTexture, glTexture, source) {\n const gl = renderer.gl;\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n source = source || this.source;\n if (typeof HTMLImageElement !== \"undefined\" && source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n } else if (typeof HTMLVideoElement !== \"undefined\" && source instanceof HTMLVideoElement) {\n if (source.readyState <= 1 && source.buffered.length === 0) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage && baseTexture.target === gl.TEXTURE_2D && glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n } else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n }\n update() {\n if (this.destroyed) {\n return;\n }\n const source = this.source;\n const width = source.naturalWidth || source.videoWidth || source.width;\n const height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n super.update();\n }\n dispose() {\n this.source = null;\n }\n}\n\nexport { BaseImageResource };\n//# sourceMappingURL=BaseImageResource.mjs.map\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { Resource } from './Resource.mjs';\n\nclass BufferResource extends Resource {\n constructor(source, options) {\n const { width, height } = options || {};\n if (!width || !height) {\n throw new Error(\"BufferResource width or height invalid\");\n }\n super(width, height);\n this.data = source;\n }\n upload(renderer, baseTexture, glTexture) {\n const gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n } else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n }\n dispose() {\n this.data = null;\n }\n static test(source) {\n return source instanceof Float32Array || source instanceof Uint8Array || source instanceof Uint32Array;\n }\n}\n\nexport { BufferResource };\n//# sourceMappingURL=BufferResource.mjs.map\n","import { BaseImageResource } from './BaseImageResource.mjs';\n\nclass CanvasResource extends BaseImageResource {\n constructor(source) {\n super(source);\n }\n static test(source) {\n const { OffscreenCanvas } = globalThis;\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n }\n}\n\nexport { CanvasResource };\n//# sourceMappingURL=CanvasResource.mjs.map\n","import { TARGETS } from '@pixi/constants';\nimport { AbstractMultiResource } from './AbstractMultiResource.mjs';\n\nconst _CubeResource = class extends AbstractMultiResource {\n constructor(source, options) {\n const { width, height, autoLoad, linkBaseTexture } = options || {};\n if (source && source.length !== _CubeResource.SIDES) {\n throw new Error(`Invalid length. Got ${source.length}, expected 6`);\n }\n super(6, { width, height });\n for (let i = 0; i < _CubeResource.SIDES; i++) {\n this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n this.load();\n }\n }\n bind(baseTexture) {\n super.bind(baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n }\n addBaseTextureAt(baseTexture, index, linkBaseTexture) {\n if (linkBaseTexture === void 0) {\n linkBaseTexture = this.linkBaseTexture;\n }\n if (!this.items[index]) {\n throw new Error(`Index ${index} is out of bounds`);\n }\n if (!this.linkBaseTexture || baseTexture.parentTextureArray || Object.keys(baseTexture._glTextures).length > 0) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n } else {\n throw new Error(`CubeResource does not support copying of renderTexture.`);\n }\n } else {\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n }\n upload(renderer, _baseTexture, glTexture) {\n const dirty = this.itemDirtyIds;\n for (let i = 0; i < _CubeResource.SIDES; i++) {\n const side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n } else if (dirty[i] < -1) {\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n }\n static test(source) {\n return Array.isArray(source) && source.length === _CubeResource.SIDES;\n }\n};\nlet CubeResource = _CubeResource;\nCubeResource.SIDES = 6;\n\nexport { CubeResource };\n//# sourceMappingURL=CubeResource.mjs.map\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { BufferResource } from './BufferResource.mjs';\n\nclass DepthResource extends BufferResource {\n upload(renderer, baseTexture, glTexture) {\n const gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n } else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n }\n}\n\nexport { DepthResource };\n//# sourceMappingURL=DepthResource.mjs.map\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { BaseImageResource } from './BaseImageResource.mjs';\n\nclass ImageBitmapResource extends BaseImageResource {\n constructor(source, options) {\n options = options || {};\n let baseSource;\n let url;\n if (typeof source === \"string\") {\n baseSource = ImageBitmapResource.EMPTY;\n url = source;\n } else {\n baseSource = source;\n url = null;\n }\n super(baseSource);\n this.url = url;\n this.crossOrigin = options.crossOrigin ?? true;\n this.alphaMode = typeof options.alphaMode === \"number\" ? options.alphaMode : null;\n this._load = null;\n if (options.autoLoad !== false) {\n this.load();\n }\n }\n load() {\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(async (resolve, reject) => {\n if (this.url === null) {\n resolve(this);\n return;\n }\n try {\n const response = await settings.ADAPTER.fetch(this.url, {\n mode: this.crossOrigin ? \"cors\" : \"no-cors\"\n });\n if (this.destroyed)\n return;\n const imageBlob = await response.blob();\n if (this.destroyed)\n return;\n const imageBitmap = await createImageBitmap(imageBlob, {\n premultiplyAlpha: this.alphaMode === null || this.alphaMode === ALPHA_MODES.UNPACK ? \"premultiply\" : \"none\"\n });\n if (this.destroyed)\n return;\n this.source = imageBitmap;\n this.update();\n resolve(this);\n } catch (e) {\n if (this.destroyed)\n return;\n reject(e);\n this.onError.emit(e);\n }\n });\n return this._load;\n }\n upload(renderer, baseTexture, glTexture) {\n if (!(this.source instanceof ImageBitmap)) {\n this.load();\n return false;\n }\n if (typeof this.alphaMode === \"number\") {\n baseTexture.alphaMode = this.alphaMode;\n }\n return super.upload(renderer, baseTexture, glTexture);\n }\n dispose() {\n if (this.source instanceof ImageBitmap) {\n this.source.close();\n }\n super.dispose();\n this._load = null;\n }\n static test(source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== \"undefined\" && (typeof source === \"string\" || source instanceof ImageBitmap);\n }\n static get EMPTY() {\n ImageBitmapResource._EMPTY = ImageBitmapResource._EMPTY ?? settings.ADAPTER.createCanvas(0, 0);\n return ImageBitmapResource._EMPTY;\n }\n}\n\nexport { ImageBitmapResource };\n//# sourceMappingURL=ImageBitmapResource.mjs.map\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { BaseImageResource } from './BaseImageResource.mjs';\n\nclass ImageResource extends BaseImageResource {\n constructor(source, options) {\n options = options || {};\n if (typeof source === \"string\") {\n const imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n super(source);\n if (!source.complete && !!this._width && !!this._height) {\n this._width = 0;\n this._height = 0;\n }\n this.url = source.src;\n this._process = null;\n this.preserveBitmap = false;\n this.createBitmap = (options.createBitmap ?? settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n this.alphaMode = typeof options.alphaMode === \"number\" ? options.alphaMode : null;\n this.bitmap = null;\n this._load = null;\n if (options.autoLoad !== false) {\n this.load();\n }\n }\n load(createBitmap) {\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== void 0) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise((resolve, reject) => {\n const source = this.source;\n this.url = source.src;\n const completed = () => {\n if (this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n this.resize(source.width, source.height);\n this._load = null;\n if (this.createBitmap) {\n resolve(this.process());\n } else {\n resolve(this);\n }\n };\n if (source.complete && source.src) {\n completed();\n } else {\n source.onload = completed;\n source.onerror = (event) => {\n reject(event);\n this.onError.emit(event);\n };\n }\n });\n return this._load;\n }\n process() {\n const source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n const createImageBitmap = globalThis.createImageBitmap;\n const cors = !source.crossOrigin || source.crossOrigin === \"anonymous\";\n this._process = fetch(source.src, {\n mode: cors ? \"cors\" : \"no-cors\"\n }).then((r) => r.blob()).then((blob) => createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: this.alphaMode === null || this.alphaMode === ALPHA_MODES.UNPACK ? \"premultiply\" : \"none\"\n })).then((bitmap) => {\n if (this.destroyed) {\n return Promise.reject();\n }\n this.bitmap = bitmap;\n this.update();\n this._process = null;\n return Promise.resolve(this);\n });\n return this._process;\n }\n upload(renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === \"number\") {\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return super.upload(renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n super.upload(renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n let flag = true;\n const glTextures = baseTexture._glTextures;\n for (const key in glTextures) {\n const otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n }\n dispose() {\n this.source.onload = null;\n this.source.onerror = null;\n super.dispose();\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n }\n static test(source) {\n return typeof HTMLImageElement !== \"undefined\" && (typeof source === \"string\" || source instanceof HTMLImageElement);\n }\n}\n\nexport { ImageResource };\n//# sourceMappingURL=ImageResource.mjs.map\n","import { Runner } from '@pixi/runner';\n\nclass Resource {\n constructor(width = 0, height = 0) {\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner(\"setRealSize\");\n this.onUpdate = new Runner(\"update\");\n this.onError = new Runner(\"onError\");\n }\n bind(baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n }\n unbind(baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n }\n resize(width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n }\n get valid() {\n return !!this._width && !!this._height;\n }\n update() {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n }\n load() {\n return Promise.resolve(this);\n }\n get width() {\n return this._width;\n }\n get height() {\n return this._height;\n }\n style(_renderer, _baseTexture, _glTexture) {\n return false;\n }\n dispose() {\n }\n destroy() {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n }\n static test(_source, _extension) {\n return false;\n }\n}\n\nexport { Resource };\n//# sourceMappingURL=Resource.mjs.map\n","import { settings } from '@pixi/settings';\nimport { uid } from '@pixi/utils';\nimport { BaseImageResource } from './BaseImageResource.mjs';\n\nconst _SVGResource = class extends BaseImageResource {\n constructor(sourceBase64, options) {\n options = options || {};\n super(settings.ADAPTER.createCanvas());\n this._width = 0;\n this._height = 0;\n this.svg = sourceBase64;\n this.scale = options.scale || 1;\n this._overrideWidth = options.width;\n this._overrideHeight = options.height;\n this._resolve = null;\n this._crossorigin = options.crossorigin;\n this._load = null;\n if (options.autoLoad !== false) {\n this.load();\n }\n }\n load() {\n if (this._load) {\n return this._load;\n }\n this._load = new Promise((resolve) => {\n this._resolve = () => {\n this.resize(this.source.width, this.source.height);\n resolve(this);\n };\n if (_SVGResource.SVG_XML.test(this.svg.trim())) {\n if (!btoa) {\n throw new Error(\"Your browser doesn't support base64 conversions.\");\n }\n this.svg = `data:image/svg+xml;base64,${btoa(unescape(encodeURIComponent(this.svg)))}`;\n }\n this._loadSvg();\n });\n return this._load;\n }\n _loadSvg() {\n const tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = (event) => {\n if (!this._resolve) {\n return;\n }\n tempImage.onerror = null;\n this.onError.emit(event);\n };\n tempImage.onload = () => {\n if (!this._resolve) {\n return;\n }\n const svgWidth = tempImage.width;\n const svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error(\"The SVG image must have width and height defined (in pixels), canvas API needs them.\");\n }\n let width = svgWidth * this.scale;\n let height = svgHeight * this.scale;\n if (this._overrideWidth || this._overrideHeight) {\n width = this._overrideWidth || this._overrideHeight / svgHeight * svgWidth;\n height = this._overrideHeight || this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n const canvas = this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = `canvas_${uid()}`;\n canvas.getContext(\"2d\").drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n this._resolve();\n this._resolve = null;\n };\n }\n static getSize(svgString) {\n const sizeMatch = _SVGResource.SVG_SIZE.exec(svgString);\n const size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n }\n dispose() {\n super.dispose();\n this._resolve = null;\n this._crossorigin = null;\n }\n static test(source, extension) {\n return extension === \"svg\" || typeof source === \"string\" && source.startsWith(\"data:image/svg+xml\") || typeof source === \"string\" && _SVGResource.SVG_XML.test(source);\n }\n};\nlet SVGResource = _SVGResource;\nSVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i;\n\nexport { SVGResource };\n//# sourceMappingURL=SVGResource.mjs.map\n","import { Ticker } from '@pixi/ticker';\nimport { BaseImageResource } from './BaseImageResource.mjs';\n\nconst _VideoResource = class extends BaseImageResource {\n constructor(source, options) {\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n const videoElement = document.createElement(\"video\");\n videoElement.setAttribute(\"preload\", \"auto\");\n videoElement.setAttribute(\"webkit-playsinline\", \"\");\n videoElement.setAttribute(\"playsinline\", \"\");\n if (typeof source === \"string\") {\n source = [source];\n }\n const firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n for (let i = 0; i < source.length; ++i) {\n const sourceElement = document.createElement(\"source\");\n let { src, mime } = source[i];\n src = src || source[i];\n const baseSrc = src.split(\"?\").shift().toLowerCase();\n const ext = baseSrc.slice(baseSrc.lastIndexOf(\".\") + 1);\n mime = mime || _VideoResource.MIME_TYPES[ext] || `video/${ext}`;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n source = videoElement;\n }\n super(source);\n this.noSubImage = true;\n this._autoUpdate = true;\n this._isConnectedToTicker = false;\n this._updateFPS = options.updateFPS || 0;\n this._msToNextUpdate = 0;\n this.autoPlay = options.autoPlay !== false;\n this._load = null;\n this._resolve = null;\n this._onCanPlay = this._onCanPlay.bind(this);\n this._onError = this._onError.bind(this);\n if (options.autoLoad !== false) {\n this.load();\n }\n }\n update(_deltaTime = 0) {\n if (!this.destroyed) {\n const elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n super.update();\n this._msToNextUpdate = this._updateFPS ? Math.floor(1e3 / this._updateFPS) : 0;\n }\n }\n }\n load() {\n if (this._load) {\n return this._load;\n }\n const source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener(\"play\", this._onPlayStart.bind(this));\n source.addEventListener(\"pause\", this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener(\"canplay\", this._onCanPlay);\n source.addEventListener(\"canplaythrough\", this._onCanPlay);\n source.addEventListener(\"error\", this._onError, true);\n } else {\n this._onCanPlay();\n }\n this._load = new Promise((resolve) => {\n if (this.valid) {\n resolve(this);\n } else {\n this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n }\n _onError(event) {\n this.source.removeEventListener(\"error\", this._onError, true);\n this.onError.emit(event);\n }\n _isSourcePlaying() {\n const source = this.source;\n return !source.paused && !source.ended && this._isSourceReady();\n }\n _isSourceReady() {\n const source = this.source;\n return source.readyState > 2;\n }\n _onPlayStart() {\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n _onPlayStop() {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n _onCanPlay() {\n const source = this.source;\n source.removeEventListener(\"canplay\", this._onCanPlay);\n source.removeEventListener(\"canplaythrough\", this._onCanPlay);\n const valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n } else if (this.autoPlay) {\n source.play();\n }\n }\n dispose() {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n const source = this.source;\n if (source) {\n source.removeEventListener(\"error\", this._onError, true);\n source.pause();\n source.src = \"\";\n source.load();\n }\n super.dispose();\n }\n get autoUpdate() {\n return this._autoUpdate;\n }\n set autoUpdate(value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n } else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n get updateFPS() {\n return this._updateFPS;\n }\n set updateFPS(value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n }\n static test(source, extension) {\n return globalThis.HTMLVideoElement && source instanceof HTMLVideoElement || _VideoResource.TYPES.includes(extension);\n }\n};\nlet VideoResource = _VideoResource;\nVideoResource.TYPES = [\"mp4\", \"m4v\", \"webm\", \"ogg\", \"ogv\", \"h264\", \"avi\", \"mov\"];\nVideoResource.MIME_TYPES = {\n ogv: \"video/ogg\",\n mov: \"video/quicktime\",\n m4v: \"video/mp4\"\n};\n\nexport { VideoResource };\n//# sourceMappingURL=VideoResource.mjs.map\n","const INSTALLED = [];\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n let extension = \"\";\n if (typeof source === \"string\") {\n const result = /\\.(\\w{3,4})(?:$|\\?|#)/i.exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (let i = INSTALLED.length - 1; i >= 0; --i) {\n const ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error(\"Unrecognized source type to auto-detect Resource\");\n}\n\nexport { INSTALLED, autoDetectResource };\n//# sourceMappingURL=autoDetectResource.mjs.map\n","import { ArrayResource } from './ArrayResource.mjs';\nexport { ArrayResource } from './ArrayResource.mjs';\nimport { INSTALLED } from './autoDetectResource.mjs';\nexport { INSTALLED, autoDetectResource } from './autoDetectResource.mjs';\nimport { BufferResource } from './BufferResource.mjs';\nexport { BufferResource } from './BufferResource.mjs';\nimport { CanvasResource } from './CanvasResource.mjs';\nexport { CanvasResource } from './CanvasResource.mjs';\nimport { CubeResource } from './CubeResource.mjs';\nexport { CubeResource } from './CubeResource.mjs';\nimport { ImageBitmapResource } from './ImageBitmapResource.mjs';\nexport { ImageBitmapResource } from './ImageBitmapResource.mjs';\nimport { ImageResource } from './ImageResource.mjs';\nexport { ImageResource } from './ImageResource.mjs';\nimport { SVGResource } from './SVGResource.mjs';\nexport { SVGResource } from './SVGResource.mjs';\nimport { VideoResource } from './VideoResource.mjs';\nexport { VideoResource } from './VideoResource.mjs';\nexport { BaseImageResource } from './BaseImageResource.mjs';\nexport { Resource } from './Resource.mjs';\nexport { AbstractMultiResource } from './AbstractMultiResource.mjs';\n\nINSTALLED.push(ImageBitmapResource, ImageResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n//# sourceMappingURL=index.mjs.map\n","import { TYPES, FORMATS } from '@pixi/constants';\n\nfunction mapTypeAndFormatToInternalFormat(gl) {\n let table;\n if (\"WebGL2RenderingContext\" in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = {\n [TYPES.UNSIGNED_BYTE]: {\n [FORMATS.RGBA]: gl.RGBA8,\n [FORMATS.RGB]: gl.RGB8,\n [FORMATS.RG]: gl.RG8,\n [FORMATS.RED]: gl.R8,\n [FORMATS.RGBA_INTEGER]: gl.RGBA8UI,\n [FORMATS.RGB_INTEGER]: gl.RGB8UI,\n [FORMATS.RG_INTEGER]: gl.RG8UI,\n [FORMATS.RED_INTEGER]: gl.R8UI,\n [FORMATS.ALPHA]: gl.ALPHA,\n [FORMATS.LUMINANCE]: gl.LUMINANCE,\n [FORMATS.LUMINANCE_ALPHA]: gl.LUMINANCE_ALPHA\n },\n [TYPES.BYTE]: {\n [FORMATS.RGBA]: gl.RGBA8_SNORM,\n [FORMATS.RGB]: gl.RGB8_SNORM,\n [FORMATS.RG]: gl.RG8_SNORM,\n [FORMATS.RED]: gl.R8_SNORM,\n [FORMATS.RGBA_INTEGER]: gl.RGBA8I,\n [FORMATS.RGB_INTEGER]: gl.RGB8I,\n [FORMATS.RG_INTEGER]: gl.RG8I,\n [FORMATS.RED_INTEGER]: gl.R8I\n },\n [TYPES.UNSIGNED_SHORT]: {\n [FORMATS.RGBA_INTEGER]: gl.RGBA16UI,\n [FORMATS.RGB_INTEGER]: gl.RGB16UI,\n [FORMATS.RG_INTEGER]: gl.RG16UI,\n [FORMATS.RED_INTEGER]: gl.R16UI,\n [FORMATS.DEPTH_COMPONENT]: gl.DEPTH_COMPONENT16\n },\n [TYPES.SHORT]: {\n [FORMATS.RGBA_INTEGER]: gl.RGBA16I,\n [FORMATS.RGB_INTEGER]: gl.RGB16I,\n [FORMATS.RG_INTEGER]: gl.RG16I,\n [FORMATS.RED_INTEGER]: gl.R16I\n },\n [TYPES.UNSIGNED_INT]: {\n [FORMATS.RGBA_INTEGER]: gl.RGBA32UI,\n [FORMATS.RGB_INTEGER]: gl.RGB32UI,\n [FORMATS.RG_INTEGER]: gl.RG32UI,\n [FORMATS.RED_INTEGER]: gl.R32UI,\n [FORMATS.DEPTH_COMPONENT]: gl.DEPTH_COMPONENT24\n },\n [TYPES.INT]: {\n [FORMATS.RGBA_INTEGER]: gl.RGBA32I,\n [FORMATS.RGB_INTEGER]: gl.RGB32I,\n [FORMATS.RG_INTEGER]: gl.RG32I,\n [FORMATS.RED_INTEGER]: gl.R32I\n },\n [TYPES.FLOAT]: {\n [FORMATS.RGBA]: gl.RGBA32F,\n [FORMATS.RGB]: gl.RGB32F,\n [FORMATS.RG]: gl.RG32F,\n [FORMATS.RED]: gl.R32F,\n [FORMATS.DEPTH_COMPONENT]: gl.DEPTH_COMPONENT32F\n },\n [TYPES.HALF_FLOAT]: {\n [FORMATS.RGBA]: gl.RGBA16F,\n [FORMATS.RGB]: gl.RGB16F,\n [FORMATS.RG]: gl.RG16F,\n [FORMATS.RED]: gl.R16F\n },\n [TYPES.UNSIGNED_SHORT_5_6_5]: {\n [FORMATS.RGB]: gl.RGB565\n },\n [TYPES.UNSIGNED_SHORT_4_4_4_4]: {\n [FORMATS.RGBA]: gl.RGBA4\n },\n [TYPES.UNSIGNED_SHORT_5_5_5_1]: {\n [FORMATS.RGBA]: gl.RGB5_A1\n },\n [TYPES.UNSIGNED_INT_2_10_10_10_REV]: {\n [FORMATS.RGBA]: gl.RGB10_A2,\n [FORMATS.RGBA_INTEGER]: gl.RGB10_A2UI\n },\n [TYPES.UNSIGNED_INT_10F_11F_11F_REV]: {\n [FORMATS.RGB]: gl.R11F_G11F_B10F\n },\n [TYPES.UNSIGNED_INT_5_9_9_9_REV]: {\n [FORMATS.RGB]: gl.RGB9_E5\n },\n [TYPES.UNSIGNED_INT_24_8]: {\n [FORMATS.DEPTH_STENCIL]: gl.DEPTH24_STENCIL8\n },\n [TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV]: {\n [FORMATS.DEPTH_STENCIL]: gl.DEPTH32F_STENCIL8\n }\n };\n } else {\n table = {\n [TYPES.UNSIGNED_BYTE]: {\n [FORMATS.RGBA]: gl.RGBA,\n [FORMATS.RGB]: gl.RGB,\n [FORMATS.ALPHA]: gl.ALPHA,\n [FORMATS.LUMINANCE]: gl.LUMINANCE,\n [FORMATS.LUMINANCE_ALPHA]: gl.LUMINANCE_ALPHA\n },\n [TYPES.UNSIGNED_SHORT_5_6_5]: {\n [FORMATS.RGB]: gl.RGB\n },\n [TYPES.UNSIGNED_SHORT_4_4_4_4]: {\n [FORMATS.RGBA]: gl.RGBA\n },\n [TYPES.UNSIGNED_SHORT_5_5_5_1]: {\n [FORMATS.RGBA]: gl.RGBA\n }\n };\n }\n return table;\n}\n\nexport { mapTypeAndFormatToInternalFormat };\n//# sourceMappingURL=mapTypeAndFormatToInternalFormat.mjs.map\n","import { Runner } from '@pixi/runner';\n\nclass TransformFeedback {\n constructor() {\n this._glTransformFeedbacks = {};\n this.buffers = [];\n this.disposeRunner = new Runner(\"disposeTransformFeedback\");\n }\n bindBuffer(index, buffer) {\n this.buffers[index] = buffer;\n }\n destroy() {\n this.disposeRunner.emit(this, false);\n }\n}\n\nexport { TransformFeedback };\n//# sourceMappingURL=TransformFeedback.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\n\nclass TransformFeedbackSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n contextChange() {\n this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n }\n bind(transformFeedback) {\n const { gl, CONTEXT_UID } = this;\n const glTransformFeedback = transformFeedback._glTransformFeedbacks[CONTEXT_UID] || this.createGLTransformFeedback(transformFeedback);\n gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, glTransformFeedback);\n }\n unbind() {\n const { gl } = this;\n gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);\n }\n beginTransformFeedback(drawMode, shader) {\n const { gl, renderer } = this;\n if (shader) {\n renderer.shader.bind(shader);\n }\n gl.beginTransformFeedback(drawMode);\n }\n endTransformFeedback() {\n const { gl } = this;\n gl.endTransformFeedback();\n }\n createGLTransformFeedback(tf) {\n const { gl, renderer, CONTEXT_UID } = this;\n const glTransformFeedback = gl.createTransformFeedback();\n tf._glTransformFeedbacks[CONTEXT_UID] = glTransformFeedback;\n gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, glTransformFeedback);\n for (let i = 0; i < tf.buffers.length; i++) {\n const buffer = tf.buffers[i];\n if (!buffer)\n continue;\n renderer.buffer.update(buffer);\n buffer._glBuffers[CONTEXT_UID].refCount++;\n gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, i, buffer._glBuffers[CONTEXT_UID].buffer || null);\n }\n gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);\n tf.disposeRunner.add(this);\n return glTransformFeedback;\n }\n disposeTransformFeedback(tf, contextLost) {\n const glTF = tf._glTransformFeedbacks[this.CONTEXT_UID];\n const gl = this.gl;\n tf.disposeRunner.remove(this);\n const bufferSystem = this.renderer.buffer;\n if (bufferSystem) {\n for (let i = 0; i < tf.buffers.length; i++) {\n const buffer = tf.buffers[i];\n if (!buffer)\n continue;\n const buf = buffer._glBuffers[this.CONTEXT_UID];\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffer, contextLost);\n }\n }\n }\n }\n if (!glTF) {\n return;\n }\n if (!contextLost) {\n gl.deleteTransformFeedback(glTF);\n }\n delete tf._glTransformFeedbacks[this.CONTEXT_UID];\n }\n destroy() {\n this.renderer = null;\n }\n}\nTransformFeedbackSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"transformFeedback\"\n};\nextensions.add(TransformFeedbackSystem);\n\nexport { TransformFeedbackSystem };\n//# sourceMappingURL=TransformFeedbackSystem.mjs.map\n","import { Geometry } from '../geometry/Geometry.mjs';\n\nclass Quad extends Geometry {\n constructor() {\n super();\n this.addAttribute(\"aVertexPosition\", new Float32Array([\n 0,\n 0,\n 1,\n 0,\n 1,\n 1,\n 0,\n 1\n ])).addIndex([0, 1, 3, 2]);\n }\n}\n\nexport { Quad };\n//# sourceMappingURL=Quad.mjs.map\n","import { Buffer } from '../geometry/Buffer.mjs';\nimport { Geometry } from '../geometry/Geometry.mjs';\n\nclass QuadUv extends Geometry {\n constructor() {\n super();\n this.vertices = new Float32Array([\n -1,\n -1,\n 1,\n -1,\n 1,\n 1,\n -1,\n 1\n ]);\n this.uvs = new Float32Array([\n 0,\n 0,\n 1,\n 0,\n 1,\n 1,\n 0,\n 1\n ]);\n this.vertexBuffer = new Buffer(this.vertices);\n this.uvBuffer = new Buffer(this.uvs);\n this.addAttribute(\"aVertexPosition\", this.vertexBuffer).addAttribute(\"aTextureCoord\", this.uvBuffer).addIndex([0, 1, 2, 0, 2, 3]);\n }\n map(targetTextureFrame, destinationFrame) {\n let x = 0;\n let y = 0;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + destinationFrame.width / targetTextureFrame.width;\n this.uvs[3] = y;\n this.uvs[4] = x + destinationFrame.width / targetTextureFrame.width;\n this.uvs[5] = y + destinationFrame.height / targetTextureFrame.height;\n this.uvs[6] = x;\n this.uvs[7] = y + destinationFrame.height / targetTextureFrame.height;\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n }\n invalidate() {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n }\n}\n\nexport { QuadUv };\n//# sourceMappingURL=QuadUv.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { Rectangle } from '@pixi/math';\nimport { settings } from '@pixi/settings';\n\nclass ViewSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n init(options) {\n this.screen = new Rectangle(0, 0, options.width, options.height);\n this.element = options.view || settings.ADAPTER.createCanvas();\n this.resolution = options.resolution || settings.RESOLUTION;\n this.autoDensity = !!options.autoDensity;\n }\n resizeView(desiredScreenWidth, desiredScreenHeight) {\n this.element.width = Math.round(desiredScreenWidth * this.resolution);\n this.element.height = Math.round(desiredScreenHeight * this.resolution);\n const screenWidth = this.element.width / this.resolution;\n const screenHeight = this.element.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.element.style.width = `${screenWidth}px`;\n this.element.style.height = `${screenHeight}px`;\n }\n this.renderer.emit(\"resize\", screenWidth, screenHeight);\n this.renderer.runners.resize.emit(this.screen.width, this.screen.height);\n }\n destroy(removeView) {\n if (removeView) {\n this.element.parentNode?.removeChild(this.element);\n }\n this.renderer = null;\n this.element = null;\n this.screen = null;\n }\n}\nViewSystem.defaultOptions = {\n width: 800,\n height: 600,\n resolution: settings.RESOLUTION,\n autoDensity: false\n};\nViewSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"_view\"\n};\nextensions.add(ViewSystem);\n\nexport { ViewSystem };\n//# sourceMappingURL=ViewSystem.mjs.map\n","import { Rectangle } from '@pixi/core';\n\nclass Bounds {\n constructor() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n isEmpty() {\n return this.minX > this.maxX || this.minY > this.maxY;\n }\n clear() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n }\n getRectangle(rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\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 return rect;\n }\n addPoint(point) {\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 addPointMatrix(matrix, point) {\n const { a, b, c, d, tx, ty } = matrix;\n const x = a * point.x + c * point.y + tx;\n const y = b * point.x + d * point.y + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n }\n addQuad(vertices) {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n let x = vertices[0];\n let y = vertices[1];\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 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 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 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 this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n addFrame(transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n }\n addFrameMatrix(matrix, x0, y0, x1, y1) {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n let x = a * x0 + c * y0 + tx;\n let y = b * x0 + 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 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 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 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 this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n addVertexData(vertexData, beginOffset, endOffset) {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n for (let i = beginOffset; i < endOffset; i += 2) {\n const x = vertexData[i];\n const y = vertexData[i + 1];\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 addVertices(transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n }\n addVerticesMatrix(matrix, vertices, beginOffset, endOffset, padX = 0, padY = padX) {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n for (let i = beginOffset; i < endOffset; i += 2) {\n const rawX = vertices[i];\n const rawY = vertices[i + 1];\n const x = a * rawX + c * rawY + tx;\n const y = d * rawY + b * rawX + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n addBounds(bounds) {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\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 addBoundsMask(bounds, mask) {\n const _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n const _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n const _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n const _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\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 addBoundsMatrix(bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n }\n addBoundsArea(bounds, area) {\n const _minX = bounds.minX > area.x ? bounds.minX : area.x;\n const _minY = bounds.minY > area.y ? bounds.minY : area.y;\n const _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : area.x + area.width;\n const _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : area.y + area.height;\n if (_minX <= _maxX && _minY <= _maxY) {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\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 pad(paddingX = 0, paddingY = paddingX) {\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n }\n addFramePad(x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n }\n}\n\nexport { Bounds };\n//# sourceMappingURL=Bounds.mjs.map\n","import { Matrix, utils, MASK_TYPES } from '@pixi/core';\nimport { DisplayObject } from './DisplayObject.mjs';\n\nconst tempMatrix = new Matrix();\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\nconst _Container = class extends DisplayObject {\n constructor() {\n super();\n this.children = [];\n this.sortableChildren = _Container.defaultSortableChildren;\n this.sortDirty = false;\n }\n onChildrenChange(_length) {\n }\n addChild(...children) {\n if (children.length > 1) {\n for (let i = 0; i < children.length; i++) {\n this.addChild(children[i]);\n }\n } else {\n const child = children[0];\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n child.transform._parentID = -1;\n this.children.push(child);\n this._boundsID++;\n this.onChildrenChange(this.children.length - 1);\n this.emit(\"childAdded\", child, this, this.children.length - 1);\n child.emit(\"added\", this);\n }\n return children[0];\n }\n addChildAt(child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(`${child}addChildAt: The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n this._boundsID++;\n this.onChildrenChange(index);\n child.emit(\"added\", this);\n this.emit(\"childAdded\", child, this, index);\n return child;\n }\n swapChildren(child, child2) {\n if (child === child2) {\n return;\n }\n const index1 = this.getChildIndex(child);\n const index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n }\n getChildIndex(child) {\n const index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error(\"The supplied DisplayObject must be a child of the caller\");\n }\n return index;\n }\n setChildIndex(child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(`The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n const currentIndex = this.getChildIndex(child);\n utils.removeItems(this.children, currentIndex, 1);\n this.children.splice(index, 0, child);\n this.onChildrenChange(index);\n }\n getChildAt(index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(`getChildAt: Index (${index}) does not exist.`);\n }\n return this.children[index];\n }\n removeChild(...children) {\n if (children.length > 1) {\n for (let i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n } else {\n const child = children[0];\n const index = this.children.indexOf(child);\n if (index === -1)\n return null;\n child.parent = null;\n child.transform._parentID = -1;\n utils.removeItems(this.children, index, 1);\n this._boundsID++;\n this.onChildrenChange(index);\n child.emit(\"removed\", this);\n this.emit(\"childRemoved\", child, this, index);\n }\n return children[0];\n }\n removeChildAt(index) {\n const child = this.getChildAt(index);\n child.parent = null;\n child.transform._parentID = -1;\n utils.removeItems(this.children, index, 1);\n this._boundsID++;\n this.onChildrenChange(index);\n child.emit(\"removed\", this);\n this.emit(\"childRemoved\", child, this, index);\n return child;\n }\n removeChildren(beginIndex = 0, endIndex = this.children.length) {\n const begin = beginIndex;\n const end = endIndex;\n const range = end - begin;\n let removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (let i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (let i = 0; i < removed.length; ++i) {\n removed[i].emit(\"removed\", this);\n this.emit(\"childRemoved\", removed[i], this, i);\n }\n return removed;\n } else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError(\"removeChildren: numeric values are outside the acceptable range.\");\n }\n sortChildren() {\n let sortRequired = false;\n for (let i = 0, j = this.children.length; i < j; ++i) {\n const child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n }\n updateTransform() {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (let i = 0, j = this.children.length; i < j; ++i) {\n const child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n calculateBounds() {\n this._bounds.clear();\n this._calculateBounds();\n for (let i = 0; i < this.children.length; i++) {\n const child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n if (child._mask) {\n const maskObject = child._mask.isMaskData ? child._mask.maskObject : child._mask;\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n } else {\n this._bounds.addBounds(child._bounds);\n }\n } else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n } else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n }\n getLocalBounds(rect, skipChildrenUpdate = false) {\n const result = super.getLocalBounds(rect);\n if (!skipChildrenUpdate) {\n for (let i = 0, j = this.children.length; i < j; ++i) {\n const child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n }\n _calculateBounds() {\n }\n _renderWithCulling(renderer) {\n const sourceFrame = renderer.renderTexture.sourceFrame;\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n let bounds;\n let transform;\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n } else if (this._render !== _Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n const projectionTransform = renderer.projection.transform;\n if (projectionTransform) {\n if (transform) {\n transform = tempMatrix.copyFrom(transform);\n transform.prepend(projectionTransform);\n } else {\n transform = projectionTransform;\n }\n }\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n } else if (this.cullArea) {\n return;\n }\n for (let i = 0, j = this.children.length; i < j; ++i) {\n const child = this.children[i];\n const childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n }\n render(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n if (this._mask || this.filters?.length) {\n this.renderAdvanced(renderer);\n } else if (this.cullable) {\n this._renderWithCulling(renderer);\n } else {\n this._render(renderer);\n for (let i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n }\n renderAdvanced(renderer) {\n const filters = this.filters;\n const mask = this._mask;\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (let i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n const flush = filters && this._enabledFilters?.length || mask && (!mask.isMaskData || mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters?.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n } else {\n this._render(renderer);\n for (let i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters?.length) {\n renderer.filter.pop();\n }\n }\n _render(_renderer) {\n }\n destroy(options) {\n super.destroy();\n this.sortDirty = false;\n const destroyChildren = typeof options === \"boolean\" ? options : options?.children;\n const oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (let i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n }\n get width() {\n return this.scale.x * this.getLocalBounds().width;\n }\n set width(value) {\n const width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n } else {\n this.scale.x = 1;\n }\n this._width = value;\n }\n get height() {\n return this.scale.y * this.getLocalBounds().height;\n }\n set height(value) {\n const height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n } else {\n this.scale.y = 1;\n }\n this._height = value;\n }\n};\nlet Container = _Container;\nContainer.defaultSortableChildren = false;\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Container };\n//# sourceMappingURL=Container.mjs.map\n","import { utils, Transform, Rectangle, RAD_TO_DEG, DEG_TO_RAD } from '@pixi/core';\nimport { Bounds } from './Bounds.mjs';\n\nclass DisplayObject extends utils.EventEmitter {\n constructor() {\n super();\n this.tempDisplayObjectParent = null;\n this.transform = new Transform();\n this.alpha = 1;\n this.visible = true;\n this.renderable = true;\n this.cullable = false;\n this.cullArea = null;\n this.parent = null;\n this.worldAlpha = 1;\n this._lastSortedIndex = 0;\n this._zIndex = 0;\n this.filterArea = null;\n this.filters = null;\n this._enabledFilters = null;\n this._bounds = new Bounds();\n this._localBounds = null;\n this._boundsID = 0;\n this._boundsRect = null;\n this._localBoundsRect = null;\n this._mask = null;\n this._maskRefCount = 0;\n this._destroyed = false;\n this.isSprite = false;\n this.isMask = false;\n }\n static mixin(source) {\n const keys = Object.keys(source);\n for (let i = 0; i < keys.length; ++i) {\n const propertyName = keys[i];\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n }\n get destroyed() {\n return this._destroyed;\n }\n _recursivePostUpdateTransform() {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n } else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n }\n updateTransform() {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n }\n getBounds(skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n } else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n getLocalBounds(rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n const transformRef = this.transform;\n const parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n const worldBounds = this._bounds;\n const worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n const bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID;\n return bounds;\n }\n toGlobal(position, point, skipUpdate = false) {\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n } else {\n this.displayObjectUpdateTransform();\n }\n }\n return this.worldTransform.apply(position, point);\n }\n toLocal(position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n } else {\n this.displayObjectUpdateTransform();\n }\n }\n return this.worldTransform.applyInverse(position, point);\n }\n setParent(container) {\n if (!container || !container.addChild) {\n throw new Error(\"setParent: Argument must be a Container\");\n }\n container.addChild(this);\n return container;\n }\n removeFromParent() {\n this.parent?.removeChild(this);\n }\n setTransform(x = 0, y = 0, scaleX = 1, scaleY = 1, rotation = 0, skewX = 0, skewY = 0, pivotX = 0, pivotY = 0) {\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 return this;\n }\n destroy(_options) {\n this.removeFromParent();\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.eventMode = \"auto\";\n this.interactiveChildren = false;\n this.emit(\"destroyed\");\n this.removeAllListeners();\n }\n get _tempDisplayObjectParent() {\n if (this.tempDisplayObjectParent === null) {\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n }\n enableTempParent() {\n const myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n }\n disableTempParent(cacheParent) {\n this.parent = cacheParent;\n }\n get x() {\n return this.position.x;\n }\n set x(value) {\n this.transform.position.x = value;\n }\n get y() {\n return this.position.y;\n }\n set y(value) {\n this.transform.position.y = value;\n }\n get worldTransform() {\n return this.transform.worldTransform;\n }\n get localTransform() {\n return this.transform.localTransform;\n }\n get position() {\n return this.transform.position;\n }\n set position(value) {\n this.transform.position.copyFrom(value);\n }\n get scale() {\n return this.transform.scale;\n }\n set scale(value) {\n this.transform.scale.copyFrom(value);\n }\n get pivot() {\n return this.transform.pivot;\n }\n set pivot(value) {\n this.transform.pivot.copyFrom(value);\n }\n get skew() {\n return this.transform.skew;\n }\n set skew(value) {\n this.transform.skew.copyFrom(value);\n }\n get rotation() {\n return this.transform.rotation;\n }\n set rotation(value) {\n this.transform.rotation = value;\n }\n get angle() {\n return this.transform.rotation * RAD_TO_DEG;\n }\n set angle(value) {\n this.transform.rotation = value * DEG_TO_RAD;\n }\n get zIndex() {\n return this._zIndex;\n }\n set zIndex(value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n }\n get worldVisible() {\n let item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n }\n get mask() {\n return this._mask;\n }\n set mask(value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n const maskObject = this._mask.isMaskData ? this._mask.maskObject : this._mask;\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n const maskObject = this._mask.isMaskData ? this._mask.maskObject : this._mask;\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n }\n}\nclass TemporaryDisplayObject extends DisplayObject {\n constructor() {\n super(...arguments);\n this.sortDirty = null;\n }\n}\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\nexport { DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=DisplayObject.mjs.map\n","import './settings.mjs';\nexport { Bounds } from './Bounds.mjs';\nexport { Container } from './Container.mjs';\nexport { DisplayObject, TemporaryDisplayObject } from './DisplayObject.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { settings, utils } from '@pixi/core';\nexport { settings } from '@pixi/core';\nimport { Container } from './Container.mjs';\n\nObject.defineProperties(settings, {\n SORTABLE_CHILDREN: {\n get() {\n return Container.defaultSortableChildren;\n },\n set(value) {\n utils.deprecation(\"7.1.0\", \"settings.SORTABLE_CHILDREN is deprecated, use Container.defaultSortableChildren\");\n Container.defaultSortableChildren = value;\n }\n }\n});\n//# sourceMappingURL=settings.mjs.map\n","import { Point, utils } from '@pixi/core';\nimport { EventsTicker } from './EventTicker.mjs';\nimport { FederatedMouseEvent } from './FederatedMouseEvent.mjs';\nimport { FederatedPointerEvent } from './FederatedPointerEvent.mjs';\nimport { FederatedWheelEvent } from './FederatedWheelEvent.mjs';\n\nconst PROPAGATION_LIMIT = 2048;\nconst tempHitLocation = new Point();\nconst tempLocalMapping = new Point();\nclass EventBoundary {\n constructor(rootTarget) {\n this.dispatch = new utils.EventEmitter();\n this.moveOnAll = false;\n this.enableGlobalMoveEvents = true;\n this.mappingState = {\n trackingData: {}\n };\n this.eventPool = /* @__PURE__ */ new Map();\n this._allInteractiveElements = [];\n this._hitElements = [];\n this._isPointerMoveEvent = false;\n this.rootTarget = rootTarget;\n this.hitPruneFn = this.hitPruneFn.bind(this);\n this.hitTestFn = this.hitTestFn.bind(this);\n this.mapPointerDown = this.mapPointerDown.bind(this);\n this.mapPointerMove = this.mapPointerMove.bind(this);\n this.mapPointerOut = this.mapPointerOut.bind(this);\n this.mapPointerOver = this.mapPointerOver.bind(this);\n this.mapPointerUp = this.mapPointerUp.bind(this);\n this.mapPointerUpOutside = this.mapPointerUpOutside.bind(this);\n this.mapWheel = this.mapWheel.bind(this);\n this.mappingTable = {};\n this.addEventMapping(\"pointerdown\", this.mapPointerDown);\n this.addEventMapping(\"pointermove\", this.mapPointerMove);\n this.addEventMapping(\"pointerout\", this.mapPointerOut);\n this.addEventMapping(\"pointerleave\", this.mapPointerOut);\n this.addEventMapping(\"pointerover\", this.mapPointerOver);\n this.addEventMapping(\"pointerup\", this.mapPointerUp);\n this.addEventMapping(\"pointerupoutside\", this.mapPointerUpOutside);\n this.addEventMapping(\"wheel\", this.mapWheel);\n }\n addEventMapping(type, fn) {\n if (!this.mappingTable[type]) {\n this.mappingTable[type] = [];\n }\n this.mappingTable[type].push({\n fn,\n priority: 0\n });\n this.mappingTable[type].sort((a, b) => a.priority - b.priority);\n }\n dispatchEvent(e, type) {\n e.propagationStopped = false;\n e.propagationImmediatelyStopped = false;\n this.propagate(e, type);\n this.dispatch.emit(type || e.type, e);\n }\n mapEvent(e) {\n if (!this.rootTarget) {\n return;\n }\n const mappers = this.mappingTable[e.type];\n if (mappers) {\n for (let i = 0, j = mappers.length; i < j; i++) {\n mappers[i].fn(e);\n }\n } else {\n console.warn(`[EventBoundary]: Event mapping not defined for ${e.type}`);\n }\n }\n hitTest(x, y) {\n EventsTicker.pauseUpdate = true;\n const useMove = this._isPointerMoveEvent && this.enableGlobalMoveEvents;\n const fn = useMove ? \"hitTestMoveRecursive\" : \"hitTestRecursive\";\n const invertedPath = this[fn](this.rootTarget, this.rootTarget.eventMode, tempHitLocation.set(x, y), this.hitTestFn, this.hitPruneFn);\n return invertedPath && invertedPath[0];\n }\n propagate(e, type) {\n if (!e.target) {\n return;\n }\n const composedPath = e.composedPath();\n e.eventPhase = e.CAPTURING_PHASE;\n for (let i = 0, j = composedPath.length - 1; i < j; i++) {\n e.currentTarget = composedPath[i];\n this.notifyTarget(e, type);\n if (e.propagationStopped || e.propagationImmediatelyStopped)\n return;\n }\n e.eventPhase = e.AT_TARGET;\n e.currentTarget = e.target;\n this.notifyTarget(e, type);\n if (e.propagationStopped || e.propagationImmediatelyStopped)\n return;\n e.eventPhase = e.BUBBLING_PHASE;\n for (let i = composedPath.length - 2; i >= 0; i--) {\n e.currentTarget = composedPath[i];\n this.notifyTarget(e, type);\n if (e.propagationStopped || e.propagationImmediatelyStopped)\n return;\n }\n }\n all(e, type, targets = this._allInteractiveElements) {\n if (targets.length === 0)\n return;\n e.eventPhase = e.BUBBLING_PHASE;\n const events = Array.isArray(type) ? type : [type];\n for (let i = targets.length - 1; i >= 0; i--) {\n events.forEach((event) => {\n e.currentTarget = targets[i];\n this.notifyTarget(e, event);\n });\n }\n }\n propagationPath(target) {\n const propagationPath = [target];\n for (let i = 0; i < PROPAGATION_LIMIT && target !== this.rootTarget; i++) {\n if (!target.parent) {\n throw new Error(\"Cannot find propagation path to disconnected target\");\n }\n propagationPath.push(target.parent);\n target = target.parent;\n }\n propagationPath.reverse();\n return propagationPath;\n }\n hitTestMoveRecursive(currentTarget, eventMode, location, testFn, pruneFn, ignore = false) {\n if (this._interactivePrune(currentTarget))\n return null;\n if (currentTarget.eventMode === \"dynamic\" || eventMode === \"dynamic\") {\n EventsTicker.pauseUpdate = false;\n }\n if (currentTarget.interactiveChildren && currentTarget.children) {\n const children = currentTarget.children;\n for (let i = children.length - 1; i >= 0; i--) {\n const child = children[i];\n const nestedHit = this.hitTestMoveRecursive(child, this._isInteractive(eventMode) ? eventMode : child.eventMode, location, testFn, pruneFn, pruneFn(currentTarget, location));\n if (nestedHit) {\n if (nestedHit.length > 0 && !nestedHit[nestedHit.length - 1].parent) {\n continue;\n }\n const isInteractive = currentTarget.isInteractive();\n if (nestedHit.length > 0 || isInteractive) {\n if (isInteractive)\n this._allInteractiveElements.push(currentTarget);\n nestedHit.push(currentTarget);\n }\n if (this._hitElements.length === 0)\n this._hitElements = nestedHit;\n }\n }\n }\n const isInteractiveMode = this._isInteractive(eventMode);\n const isInteractiveTarget = currentTarget.isInteractive();\n if (isInteractiveTarget && isInteractiveTarget)\n this._allInteractiveElements.push(currentTarget);\n if (ignore || this._hitElements.length > 0)\n return null;\n if (isInteractiveMode && (!pruneFn(currentTarget, location) && testFn(currentTarget, location))) {\n return isInteractiveTarget ? [currentTarget] : [];\n }\n return null;\n }\n hitTestRecursive(currentTarget, eventMode, location, testFn, pruneFn) {\n if (this._interactivePrune(currentTarget) || pruneFn(currentTarget, location)) {\n return null;\n }\n if (currentTarget.eventMode === \"dynamic\" || eventMode === \"dynamic\") {\n EventsTicker.pauseUpdate = false;\n }\n if (currentTarget.interactiveChildren && currentTarget.children) {\n const children = currentTarget.children;\n for (let i = children.length - 1; i >= 0; i--) {\n const child = children[i];\n const nestedHit = this.hitTestRecursive(child, this._isInteractive(eventMode) ? eventMode : child.eventMode, location, testFn, pruneFn);\n if (nestedHit) {\n if (nestedHit.length > 0 && !nestedHit[nestedHit.length - 1].parent) {\n continue;\n }\n const isInteractive = currentTarget.isInteractive();\n if (nestedHit.length > 0 || isInteractive)\n nestedHit.push(currentTarget);\n return nestedHit;\n }\n }\n }\n const isInteractiveMode = this._isInteractive(eventMode);\n const isInteractiveTarget = currentTarget.isInteractive();\n if (isInteractiveMode && testFn(currentTarget, location)) {\n return isInteractiveTarget ? [currentTarget] : [];\n }\n return null;\n }\n _isInteractive(int) {\n return int === \"static\" || int === \"dynamic\";\n }\n _interactivePrune(displayObject) {\n if (!displayObject || displayObject.isMask || !displayObject.visible || !displayObject.renderable) {\n return true;\n }\n if (displayObject.eventMode === \"none\") {\n return true;\n }\n if (displayObject.eventMode === \"passive\" && !displayObject.interactiveChildren) {\n return true;\n }\n if (displayObject.isMask) {\n return true;\n }\n return false;\n }\n hitPruneFn(displayObject, location) {\n if (displayObject.hitArea) {\n displayObject.worldTransform.applyInverse(location, tempLocalMapping);\n if (!displayObject.hitArea.contains(tempLocalMapping.x, tempLocalMapping.y)) {\n return true;\n }\n }\n if (displayObject._mask) {\n const maskObject = displayObject._mask.isMaskData ? displayObject._mask.maskObject : displayObject._mask;\n if (maskObject && !maskObject.containsPoint?.(location)) {\n return true;\n }\n }\n return false;\n }\n hitTestFn(displayObject, location) {\n if (displayObject.eventMode === \"passive\") {\n return false;\n }\n if (displayObject.hitArea) {\n return true;\n }\n if (displayObject.containsPoint) {\n return displayObject.containsPoint(location);\n }\n return false;\n }\n notifyTarget(e, type) {\n type = type ?? e.type;\n const handlerKey = `on${type}`;\n e.currentTarget[handlerKey]?.(e);\n const key = e.eventPhase === e.CAPTURING_PHASE || e.eventPhase === e.AT_TARGET ? `${type}capture` : type;\n this.notifyListeners(e, key);\n if (e.eventPhase === e.AT_TARGET) {\n this.notifyListeners(e, type);\n }\n }\n mapPointerDown(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const e = this.createPointerEvent(from);\n this.dispatchEvent(e, \"pointerdown\");\n if (e.pointerType === \"touch\") {\n this.dispatchEvent(e, \"touchstart\");\n } else if (e.pointerType === \"mouse\" || e.pointerType === \"pen\") {\n const isRightButton = e.button === 2;\n this.dispatchEvent(e, isRightButton ? \"rightdown\" : \"mousedown\");\n }\n const trackingData = this.trackingData(from.pointerId);\n trackingData.pressTargetsByButton[from.button] = e.composedPath();\n this.freeEvent(e);\n }\n mapPointerMove(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n this._allInteractiveElements.length = 0;\n this._hitElements.length = 0;\n this._isPointerMoveEvent = true;\n const e = this.createPointerEvent(from);\n this._isPointerMoveEvent = false;\n const isMouse = e.pointerType === \"mouse\" || e.pointerType === \"pen\";\n const trackingData = this.trackingData(from.pointerId);\n const outTarget = this.findMountedTarget(trackingData.overTargets);\n if (trackingData.overTargets?.length > 0 && outTarget !== e.target) {\n const outType = from.type === \"mousemove\" ? \"mouseout\" : \"pointerout\";\n const outEvent = this.createPointerEvent(from, outType, outTarget);\n this.dispatchEvent(outEvent, \"pointerout\");\n if (isMouse)\n this.dispatchEvent(outEvent, \"mouseout\");\n if (!e.composedPath().includes(outTarget)) {\n const leaveEvent = this.createPointerEvent(from, \"pointerleave\", outTarget);\n leaveEvent.eventPhase = leaveEvent.AT_TARGET;\n while (leaveEvent.target && !e.composedPath().includes(leaveEvent.target)) {\n leaveEvent.currentTarget = leaveEvent.target;\n this.notifyTarget(leaveEvent);\n if (isMouse)\n this.notifyTarget(leaveEvent, \"mouseleave\");\n leaveEvent.target = leaveEvent.target.parent;\n }\n this.freeEvent(leaveEvent);\n }\n this.freeEvent(outEvent);\n }\n if (outTarget !== e.target) {\n const overType = from.type === \"mousemove\" ? \"mouseover\" : \"pointerover\";\n const overEvent = this.clonePointerEvent(e, overType);\n this.dispatchEvent(overEvent, \"pointerover\");\n if (isMouse)\n this.dispatchEvent(overEvent, \"mouseover\");\n let overTargetAncestor = outTarget?.parent;\n while (overTargetAncestor && overTargetAncestor !== this.rootTarget.parent) {\n if (overTargetAncestor === e.target)\n break;\n overTargetAncestor = overTargetAncestor.parent;\n }\n const didPointerEnter = !overTargetAncestor || overTargetAncestor === this.rootTarget.parent;\n if (didPointerEnter) {\n const enterEvent = this.clonePointerEvent(e, \"pointerenter\");\n enterEvent.eventPhase = enterEvent.AT_TARGET;\n while (enterEvent.target && enterEvent.target !== outTarget && enterEvent.target !== this.rootTarget.parent) {\n enterEvent.currentTarget = enterEvent.target;\n this.notifyTarget(enterEvent);\n if (isMouse)\n this.notifyTarget(enterEvent, \"mouseenter\");\n enterEvent.target = enterEvent.target.parent;\n }\n this.freeEvent(enterEvent);\n }\n this.freeEvent(overEvent);\n }\n const allMethods = [];\n const allowGlobalPointerEvents = this.enableGlobalMoveEvents ?? true;\n this.moveOnAll ? allMethods.push(\"pointermove\") : this.dispatchEvent(e, \"pointermove\");\n allowGlobalPointerEvents && allMethods.push(\"globalpointermove\");\n if (e.pointerType === \"touch\") {\n this.moveOnAll ? allMethods.splice(1, 0, \"touchmove\") : this.dispatchEvent(e, \"touchmove\");\n allowGlobalPointerEvents && allMethods.push(\"globaltouchmove\");\n }\n if (isMouse) {\n this.moveOnAll ? allMethods.splice(1, 0, \"mousemove\") : this.dispatchEvent(e, \"mousemove\");\n allowGlobalPointerEvents && allMethods.push(\"globalmousemove\");\n this.cursor = e.target?.cursor;\n }\n if (allMethods.length > 0) {\n this.all(e, allMethods);\n }\n this._allInteractiveElements.length = 0;\n this._hitElements.length = 0;\n trackingData.overTargets = e.composedPath();\n this.freeEvent(e);\n }\n mapPointerOver(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const trackingData = this.trackingData(from.pointerId);\n const e = this.createPointerEvent(from);\n const isMouse = e.pointerType === \"mouse\" || e.pointerType === \"pen\";\n this.dispatchEvent(e, \"pointerover\");\n if (isMouse)\n this.dispatchEvent(e, \"mouseover\");\n if (e.pointerType === \"mouse\")\n this.cursor = e.target?.cursor;\n const enterEvent = this.clonePointerEvent(e, \"pointerenter\");\n enterEvent.eventPhase = enterEvent.AT_TARGET;\n while (enterEvent.target && enterEvent.target !== this.rootTarget.parent) {\n enterEvent.currentTarget = enterEvent.target;\n this.notifyTarget(enterEvent);\n if (isMouse)\n this.notifyTarget(enterEvent, \"mouseenter\");\n enterEvent.target = enterEvent.target.parent;\n }\n trackingData.overTargets = e.composedPath();\n this.freeEvent(e);\n this.freeEvent(enterEvent);\n }\n mapPointerOut(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const trackingData = this.trackingData(from.pointerId);\n if (trackingData.overTargets) {\n const isMouse = from.pointerType === \"mouse\" || from.pointerType === \"pen\";\n const outTarget = this.findMountedTarget(trackingData.overTargets);\n const outEvent = this.createPointerEvent(from, \"pointerout\", outTarget);\n this.dispatchEvent(outEvent);\n if (isMouse)\n this.dispatchEvent(outEvent, \"mouseout\");\n const leaveEvent = this.createPointerEvent(from, \"pointerleave\", outTarget);\n leaveEvent.eventPhase = leaveEvent.AT_TARGET;\n while (leaveEvent.target && leaveEvent.target !== this.rootTarget.parent) {\n leaveEvent.currentTarget = leaveEvent.target;\n this.notifyTarget(leaveEvent);\n if (isMouse)\n this.notifyTarget(leaveEvent, \"mouseleave\");\n leaveEvent.target = leaveEvent.target.parent;\n }\n trackingData.overTargets = null;\n this.freeEvent(outEvent);\n this.freeEvent(leaveEvent);\n }\n this.cursor = null;\n }\n mapPointerUp(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const now = performance.now();\n const e = this.createPointerEvent(from);\n this.dispatchEvent(e, \"pointerup\");\n if (e.pointerType === \"touch\") {\n this.dispatchEvent(e, \"touchend\");\n } else if (e.pointerType === \"mouse\" || e.pointerType === \"pen\") {\n const isRightButton = e.button === 2;\n this.dispatchEvent(e, isRightButton ? \"rightup\" : \"mouseup\");\n }\n const trackingData = this.trackingData(from.pointerId);\n const pressTarget = this.findMountedTarget(trackingData.pressTargetsByButton[from.button]);\n let clickTarget = pressTarget;\n if (pressTarget && !e.composedPath().includes(pressTarget)) {\n let currentTarget = pressTarget;\n while (currentTarget && !e.composedPath().includes(currentTarget)) {\n e.currentTarget = currentTarget;\n this.notifyTarget(e, \"pointerupoutside\");\n if (e.pointerType === \"touch\") {\n this.notifyTarget(e, \"touchendoutside\");\n } else if (e.pointerType === \"mouse\" || e.pointerType === \"pen\") {\n const isRightButton = e.button === 2;\n this.notifyTarget(e, isRightButton ? \"rightupoutside\" : \"mouseupoutside\");\n }\n currentTarget = currentTarget.parent;\n }\n delete trackingData.pressTargetsByButton[from.button];\n clickTarget = currentTarget;\n }\n if (clickTarget) {\n const clickEvent = this.clonePointerEvent(e, \"click\");\n clickEvent.target = clickTarget;\n clickEvent.path = null;\n if (!trackingData.clicksByButton[from.button]) {\n trackingData.clicksByButton[from.button] = {\n clickCount: 0,\n target: clickEvent.target,\n timeStamp: now\n };\n }\n const clickHistory = trackingData.clicksByButton[from.button];\n if (clickHistory.target === clickEvent.target && now - clickHistory.timeStamp < 200) {\n ++clickHistory.clickCount;\n } else {\n clickHistory.clickCount = 1;\n }\n clickHistory.target = clickEvent.target;\n clickHistory.timeStamp = now;\n clickEvent.detail = clickHistory.clickCount;\n if (clickEvent.pointerType === \"mouse\") {\n const isRightButton = clickEvent.button === 2;\n this.dispatchEvent(clickEvent, isRightButton ? \"rightclick\" : \"click\");\n } else if (clickEvent.pointerType === \"touch\") {\n this.dispatchEvent(clickEvent, \"tap\");\n }\n this.dispatchEvent(clickEvent, \"pointertap\");\n this.freeEvent(clickEvent);\n }\n this.freeEvent(e);\n }\n mapPointerUpOutside(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const trackingData = this.trackingData(from.pointerId);\n const pressTarget = this.findMountedTarget(trackingData.pressTargetsByButton[from.button]);\n const e = this.createPointerEvent(from);\n if (pressTarget) {\n let currentTarget = pressTarget;\n while (currentTarget) {\n e.currentTarget = currentTarget;\n this.notifyTarget(e, \"pointerupoutside\");\n if (e.pointerType === \"touch\") {\n this.notifyTarget(e, \"touchendoutside\");\n } else if (e.pointerType === \"mouse\" || e.pointerType === \"pen\") {\n this.notifyTarget(e, e.button === 2 ? \"rightupoutside\" : \"mouseupoutside\");\n }\n currentTarget = currentTarget.parent;\n }\n delete trackingData.pressTargetsByButton[from.button];\n }\n this.freeEvent(e);\n }\n mapWheel(from) {\n if (!(from instanceof FederatedWheelEvent)) {\n console.warn(\"EventBoundary cannot map a non-wheel event as a wheel event\");\n return;\n }\n const wheelEvent = this.createWheelEvent(from);\n this.dispatchEvent(wheelEvent);\n this.freeEvent(wheelEvent);\n }\n findMountedTarget(propagationPath) {\n if (!propagationPath) {\n return null;\n }\n let currentTarget = propagationPath[0];\n for (let i = 1; i < propagationPath.length; i++) {\n if (propagationPath[i].parent === currentTarget) {\n currentTarget = propagationPath[i];\n } else {\n break;\n }\n }\n return currentTarget;\n }\n createPointerEvent(from, type, target) {\n const event = this.allocateEvent(FederatedPointerEvent);\n this.copyPointerData(from, event);\n this.copyMouseData(from, event);\n this.copyData(from, event);\n event.nativeEvent = from.nativeEvent;\n event.originalEvent = from;\n event.target = target ?? this.hitTest(event.global.x, event.global.y) ?? this._hitElements[0];\n if (typeof type === \"string\") {\n event.type = type;\n }\n return event;\n }\n createWheelEvent(from) {\n const event = this.allocateEvent(FederatedWheelEvent);\n this.copyWheelData(from, event);\n this.copyMouseData(from, event);\n this.copyData(from, event);\n event.nativeEvent = from.nativeEvent;\n event.originalEvent = from;\n event.target = this.hitTest(event.global.x, event.global.y);\n return event;\n }\n clonePointerEvent(from, type) {\n const event = this.allocateEvent(FederatedPointerEvent);\n event.nativeEvent = from.nativeEvent;\n event.originalEvent = from.originalEvent;\n this.copyPointerData(from, event);\n this.copyMouseData(from, event);\n this.copyData(from, event);\n event.target = from.target;\n event.path = from.composedPath().slice();\n event.type = type ?? event.type;\n return event;\n }\n copyWheelData(from, to) {\n to.deltaMode = from.deltaMode;\n to.deltaX = from.deltaX;\n to.deltaY = from.deltaY;\n to.deltaZ = from.deltaZ;\n }\n copyPointerData(from, to) {\n if (!(from instanceof FederatedPointerEvent && to instanceof FederatedPointerEvent))\n return;\n to.pointerId = from.pointerId;\n to.width = from.width;\n to.height = from.height;\n to.isPrimary = from.isPrimary;\n to.pointerType = from.pointerType;\n to.pressure = from.pressure;\n to.tangentialPressure = from.tangentialPressure;\n to.tiltX = from.tiltX;\n to.tiltY = from.tiltY;\n to.twist = from.twist;\n }\n copyMouseData(from, to) {\n if (!(from instanceof FederatedMouseEvent && to instanceof FederatedMouseEvent))\n return;\n to.altKey = from.altKey;\n to.button = from.button;\n to.buttons = from.buttons;\n to.client.copyFrom(from.client);\n to.ctrlKey = from.ctrlKey;\n to.metaKey = from.metaKey;\n to.movement.copyFrom(from.movement);\n to.screen.copyFrom(from.screen);\n to.shiftKey = from.shiftKey;\n to.global.copyFrom(from.global);\n }\n copyData(from, to) {\n to.isTrusted = from.isTrusted;\n to.srcElement = from.srcElement;\n to.timeStamp = performance.now();\n to.type = from.type;\n to.detail = from.detail;\n to.view = from.view;\n to.which = from.which;\n to.layer.copyFrom(from.layer);\n to.page.copyFrom(from.page);\n }\n trackingData(id) {\n if (!this.mappingState.trackingData[id]) {\n this.mappingState.trackingData[id] = {\n pressTargetsByButton: {},\n clicksByButton: {},\n overTarget: null\n };\n }\n return this.mappingState.trackingData[id];\n }\n allocateEvent(constructor) {\n if (!this.eventPool.has(constructor)) {\n this.eventPool.set(constructor, []);\n }\n const event = this.eventPool.get(constructor).pop() || new constructor(this);\n event.eventPhase = event.NONE;\n event.currentTarget = null;\n event.path = null;\n event.target = null;\n return event;\n }\n freeEvent(event) {\n if (event.manager !== this)\n throw new Error(\"It is illegal to free an event not managed by this EventBoundary!\");\n const constructor = event.constructor;\n if (!this.eventPool.has(constructor)) {\n this.eventPool.set(constructor, []);\n }\n this.eventPool.get(constructor).push(event);\n }\n notifyListeners(e, type) {\n const listeners = e.currentTarget._events[type];\n if (!listeners)\n return;\n if (!e.currentTarget.isInteractive())\n return;\n if (\"fn\" in listeners) {\n if (listeners.once)\n e.currentTarget.removeListener(type, listeners.fn, void 0, true);\n listeners.fn.call(listeners.context, e);\n } else {\n for (let i = 0, j = listeners.length; i < j && !e.propagationImmediatelyStopped; i++) {\n if (listeners[i].once)\n e.currentTarget.removeListener(type, listeners[i].fn, void 0, true);\n listeners[i].fn.call(listeners[i].context, e);\n }\n }\n }\n}\n\nexport { EventBoundary };\n//# sourceMappingURL=EventBoundary.mjs.map\n","import { ExtensionType, extensions } from '@pixi/core';\nimport { EventBoundary } from './EventBoundary.mjs';\nimport { EventsTicker } from './EventTicker.mjs';\nimport { FederatedPointerEvent } from './FederatedPointerEvent.mjs';\nimport { FederatedWheelEvent } from './FederatedWheelEvent.mjs';\n\nconst MOUSE_POINTER_ID = 1;\nconst TOUCH_TO_POINTER = {\n touchstart: \"pointerdown\",\n touchend: \"pointerup\",\n touchendoutside: \"pointerupoutside\",\n touchmove: \"pointermove\",\n touchcancel: \"pointercancel\"\n};\nconst _EventSystem = class {\n constructor(renderer) {\n this.supportsTouchEvents = \"ontouchstart\" in globalThis;\n this.supportsPointerEvents = !!globalThis.PointerEvent;\n this.domElement = null;\n this.resolution = 1;\n this.renderer = renderer;\n this.rootBoundary = new EventBoundary(null);\n EventsTicker.init(this);\n this.autoPreventDefault = true;\n this.eventsAdded = false;\n this.rootPointerEvent = new FederatedPointerEvent(null);\n this.rootWheelEvent = new FederatedWheelEvent(null);\n this.cursorStyles = {\n default: \"inherit\",\n pointer: \"pointer\"\n };\n this.features = new Proxy({ ..._EventSystem.defaultEventFeatures }, {\n set: (target, key, value) => {\n if (key === \"globalMove\") {\n this.rootBoundary.enableGlobalMoveEvents = value;\n }\n target[key] = value;\n return true;\n }\n });\n this.onPointerDown = this.onPointerDown.bind(this);\n this.onPointerMove = this.onPointerMove.bind(this);\n this.onPointerUp = this.onPointerUp.bind(this);\n this.onPointerOverOut = this.onPointerOverOut.bind(this);\n this.onWheel = this.onWheel.bind(this);\n }\n static get defaultEventMode() {\n return this._defaultEventMode;\n }\n init(options) {\n const { view, resolution } = this.renderer;\n this.setTargetElement(view);\n this.resolution = resolution;\n _EventSystem._defaultEventMode = options.eventMode ?? \"auto\";\n Object.assign(this.features, options.eventFeatures ?? {});\n this.rootBoundary.enableGlobalMoveEvents = this.features.globalMove;\n }\n resolutionChange(resolution) {\n this.resolution = resolution;\n }\n destroy() {\n this.setTargetElement(null);\n this.renderer = null;\n }\n setCursor(mode) {\n mode = mode || \"default\";\n let applyStyles = true;\n if (globalThis.OffscreenCanvas && this.domElement instanceof OffscreenCanvas) {\n applyStyles = false;\n }\n if (this.currentCursor === mode) {\n return;\n }\n this.currentCursor = mode;\n const style = this.cursorStyles[mode];\n if (style) {\n switch (typeof style) {\n case \"string\":\n if (applyStyles) {\n this.domElement.style.cursor = style;\n }\n break;\n case \"function\":\n style(mode);\n break;\n case \"object\":\n if (applyStyles) {\n Object.assign(this.domElement.style, style);\n }\n break;\n }\n } else if (applyStyles && typeof mode === \"string\" && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {\n this.domElement.style.cursor = mode;\n }\n }\n get pointer() {\n return this.rootPointerEvent;\n }\n onPointerDown(nativeEvent) {\n if (!this.features.click)\n return;\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n if (this.supportsTouchEvents && nativeEvent.pointerType === \"touch\")\n return;\n const events = this.normalizeToPointerData(nativeEvent);\n if (this.autoPreventDefault && events[0].isNormalized) {\n const cancelable = nativeEvent.cancelable || !(\"cancelable\" in nativeEvent);\n if (cancelable) {\n nativeEvent.preventDefault();\n }\n }\n for (let i = 0, j = events.length; i < j; i++) {\n const nativeEvent2 = events[i];\n const federatedEvent = this.bootstrapEvent(this.rootPointerEvent, nativeEvent2);\n this.rootBoundary.mapEvent(federatedEvent);\n }\n this.setCursor(this.rootBoundary.cursor);\n }\n onPointerMove(nativeEvent) {\n if (!this.features.move)\n return;\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n if (this.supportsTouchEvents && nativeEvent.pointerType === \"touch\")\n return;\n EventsTicker.pointerMoved();\n const normalizedEvents = this.normalizeToPointerData(nativeEvent);\n for (let i = 0, j = normalizedEvents.length; i < j; i++) {\n const event = this.bootstrapEvent(this.rootPointerEvent, normalizedEvents[i]);\n this.rootBoundary.mapEvent(event);\n }\n this.setCursor(this.rootBoundary.cursor);\n }\n onPointerUp(nativeEvent) {\n if (!this.features.click)\n return;\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n if (this.supportsTouchEvents && nativeEvent.pointerType === \"touch\")\n return;\n let target = nativeEvent.target;\n if (nativeEvent.composedPath && nativeEvent.composedPath().length > 0) {\n target = nativeEvent.composedPath()[0];\n }\n const outside = target !== this.domElement ? \"outside\" : \"\";\n const normalizedEvents = this.normalizeToPointerData(nativeEvent);\n for (let i = 0, j = normalizedEvents.length; i < j; i++) {\n const event = this.bootstrapEvent(this.rootPointerEvent, normalizedEvents[i]);\n event.type += outside;\n this.rootBoundary.mapEvent(event);\n }\n this.setCursor(this.rootBoundary.cursor);\n }\n onPointerOverOut(nativeEvent) {\n if (!this.features.click)\n return;\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n if (this.supportsTouchEvents && nativeEvent.pointerType === \"touch\")\n return;\n const normalizedEvents = this.normalizeToPointerData(nativeEvent);\n for (let i = 0, j = normalizedEvents.length; i < j; i++) {\n const event = this.bootstrapEvent(this.rootPointerEvent, normalizedEvents[i]);\n this.rootBoundary.mapEvent(event);\n }\n this.setCursor(this.rootBoundary.cursor);\n }\n onWheel(nativeEvent) {\n if (!this.features.wheel)\n return;\n const wheelEvent = this.normalizeWheelEvent(nativeEvent);\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n this.rootBoundary.mapEvent(wheelEvent);\n }\n setTargetElement(element) {\n this.removeEvents();\n this.domElement = element;\n EventsTicker.domElement = element;\n this.addEvents();\n }\n addEvents() {\n if (this.eventsAdded || !this.domElement) {\n return;\n }\n EventsTicker.addTickerListener();\n const style = this.domElement.style;\n if (style) {\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = \"none\";\n style.msTouchAction = \"none\";\n } else if (this.supportsPointerEvents) {\n style.touchAction = \"none\";\n }\n }\n if (this.supportsPointerEvents) {\n globalThis.document.addEventListener(\"pointermove\", this.onPointerMove, true);\n this.domElement.addEventListener(\"pointerdown\", this.onPointerDown, true);\n this.domElement.addEventListener(\"pointerleave\", this.onPointerOverOut, true);\n this.domElement.addEventListener(\"pointerover\", this.onPointerOverOut, true);\n globalThis.addEventListener(\"pointerup\", this.onPointerUp, true);\n } else {\n globalThis.document.addEventListener(\"mousemove\", this.onPointerMove, true);\n this.domElement.addEventListener(\"mousedown\", this.onPointerDown, true);\n this.domElement.addEventListener(\"mouseout\", this.onPointerOverOut, true);\n this.domElement.addEventListener(\"mouseover\", this.onPointerOverOut, true);\n globalThis.addEventListener(\"mouseup\", this.onPointerUp, true);\n }\n if (this.supportsTouchEvents) {\n this.domElement.addEventListener(\"touchstart\", this.onPointerDown, true);\n this.domElement.addEventListener(\"touchend\", this.onPointerUp, true);\n this.domElement.addEventListener(\"touchmove\", this.onPointerMove, true);\n }\n this.domElement.addEventListener(\"wheel\", this.onWheel, {\n passive: true,\n capture: true\n });\n this.eventsAdded = true;\n }\n removeEvents() {\n if (!this.eventsAdded || !this.domElement) {\n return;\n }\n EventsTicker.removeTickerListener();\n const style = this.domElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = \"\";\n style.msTouchAction = \"\";\n } else if (this.supportsPointerEvents) {\n style.touchAction = \"\";\n }\n if (this.supportsPointerEvents) {\n globalThis.document.removeEventListener(\"pointermove\", this.onPointerMove, true);\n this.domElement.removeEventListener(\"pointerdown\", this.onPointerDown, true);\n this.domElement.removeEventListener(\"pointerleave\", this.onPointerOverOut, true);\n this.domElement.removeEventListener(\"pointerover\", this.onPointerOverOut, true);\n globalThis.removeEventListener(\"pointerup\", this.onPointerUp, true);\n } else {\n globalThis.document.removeEventListener(\"mousemove\", this.onPointerMove, true);\n this.domElement.removeEventListener(\"mousedown\", this.onPointerDown, true);\n this.domElement.removeEventListener(\"mouseout\", this.onPointerOverOut, true);\n this.domElement.removeEventListener(\"mouseover\", this.onPointerOverOut, true);\n globalThis.removeEventListener(\"mouseup\", this.onPointerUp, true);\n }\n if (this.supportsTouchEvents) {\n this.domElement.removeEventListener(\"touchstart\", this.onPointerDown, true);\n this.domElement.removeEventListener(\"touchend\", this.onPointerUp, true);\n this.domElement.removeEventListener(\"touchmove\", this.onPointerMove, true);\n }\n this.domElement.removeEventListener(\"wheel\", this.onWheel, true);\n this.domElement = null;\n this.eventsAdded = false;\n }\n mapPositionToPoint(point, x, y) {\n let rect;\n if (!this.domElement.parentElement) {\n rect = {\n x: 0,\n y: 0,\n width: this.domElement.width,\n height: this.domElement.height,\n left: 0,\n top: 0\n };\n } else {\n rect = this.domElement.getBoundingClientRect();\n }\n const resolutionMultiplier = 1 / this.resolution;\n point.x = (x - rect.left) * (this.domElement.width / rect.width) * resolutionMultiplier;\n point.y = (y - rect.top) * (this.domElement.height / rect.height) * resolutionMultiplier;\n }\n normalizeToPointerData(event) {\n const normalizedEvents = [];\n if (this.supportsTouchEvents && event instanceof TouchEvent) {\n for (let i = 0, li = event.changedTouches.length; i < li; i++) {\n const touch = event.changedTouches[i];\n if (typeof touch.button === \"undefined\")\n touch.button = 0;\n if (typeof touch.buttons === \"undefined\")\n touch.buttons = 1;\n if (typeof touch.isPrimary === \"undefined\") {\n touch.isPrimary = event.touches.length === 1 && event.type === \"touchstart\";\n }\n if (typeof touch.width === \"undefined\")\n touch.width = touch.radiusX || 1;\n if (typeof touch.height === \"undefined\")\n touch.height = touch.radiusY || 1;\n if (typeof touch.tiltX === \"undefined\")\n touch.tiltX = 0;\n if (typeof touch.tiltY === \"undefined\")\n touch.tiltY = 0;\n if (typeof touch.pointerType === \"undefined\")\n touch.pointerType = \"touch\";\n if (typeof touch.pointerId === \"undefined\")\n touch.pointerId = touch.identifier || 0;\n if (typeof touch.pressure === \"undefined\")\n touch.pressure = touch.force || 0.5;\n if (typeof touch.twist === \"undefined\")\n touch.twist = 0;\n if (typeof touch.tangentialPressure === \"undefined\")\n touch.tangentialPressure = 0;\n if (typeof touch.layerX === \"undefined\")\n touch.layerX = touch.offsetX = touch.clientX;\n if (typeof touch.layerY === \"undefined\")\n touch.layerY = touch.offsetY = touch.clientY;\n touch.isNormalized = true;\n touch.type = event.type;\n normalizedEvents.push(touch);\n }\n } else if (!globalThis.MouseEvent || event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent))) {\n const tempEvent = event;\n if (typeof tempEvent.isPrimary === \"undefined\")\n tempEvent.isPrimary = true;\n if (typeof tempEvent.width === \"undefined\")\n tempEvent.width = 1;\n if (typeof tempEvent.height === \"undefined\")\n tempEvent.height = 1;\n if (typeof tempEvent.tiltX === \"undefined\")\n tempEvent.tiltX = 0;\n if (typeof tempEvent.tiltY === \"undefined\")\n tempEvent.tiltY = 0;\n if (typeof tempEvent.pointerType === \"undefined\")\n tempEvent.pointerType = \"mouse\";\n if (typeof tempEvent.pointerId === \"undefined\")\n tempEvent.pointerId = MOUSE_POINTER_ID;\n if (typeof tempEvent.pressure === \"undefined\")\n tempEvent.pressure = 0.5;\n if (typeof tempEvent.twist === \"undefined\")\n tempEvent.twist = 0;\n if (typeof tempEvent.tangentialPressure === \"undefined\")\n tempEvent.tangentialPressure = 0;\n tempEvent.isNormalized = true;\n normalizedEvents.push(tempEvent);\n } else {\n normalizedEvents.push(event);\n }\n return normalizedEvents;\n }\n normalizeWheelEvent(nativeEvent) {\n const event = this.rootWheelEvent;\n this.transferMouseData(event, nativeEvent);\n event.deltaX = nativeEvent.deltaX;\n event.deltaY = nativeEvent.deltaY;\n event.deltaZ = nativeEvent.deltaZ;\n event.deltaMode = nativeEvent.deltaMode;\n this.mapPositionToPoint(event.screen, nativeEvent.clientX, nativeEvent.clientY);\n event.global.copyFrom(event.screen);\n event.offset.copyFrom(event.screen);\n event.nativeEvent = nativeEvent;\n event.type = nativeEvent.type;\n return event;\n }\n bootstrapEvent(event, nativeEvent) {\n event.originalEvent = null;\n event.nativeEvent = nativeEvent;\n event.pointerId = nativeEvent.pointerId;\n event.width = nativeEvent.width;\n event.height = nativeEvent.height;\n event.isPrimary = nativeEvent.isPrimary;\n event.pointerType = nativeEvent.pointerType;\n event.pressure = nativeEvent.pressure;\n event.tangentialPressure = nativeEvent.tangentialPressure;\n event.tiltX = nativeEvent.tiltX;\n event.tiltY = nativeEvent.tiltY;\n event.twist = nativeEvent.twist;\n this.transferMouseData(event, nativeEvent);\n this.mapPositionToPoint(event.screen, nativeEvent.clientX, nativeEvent.clientY);\n event.global.copyFrom(event.screen);\n event.offset.copyFrom(event.screen);\n event.isTrusted = nativeEvent.isTrusted;\n if (event.type === \"pointerleave\") {\n event.type = \"pointerout\";\n }\n if (event.type.startsWith(\"mouse\")) {\n event.type = event.type.replace(\"mouse\", \"pointer\");\n }\n if (event.type.startsWith(\"touch\")) {\n event.type = TOUCH_TO_POINTER[event.type] || event.type;\n }\n return event;\n }\n transferMouseData(event, nativeEvent) {\n event.isTrusted = nativeEvent.isTrusted;\n event.srcElement = nativeEvent.srcElement;\n event.timeStamp = performance.now();\n event.type = nativeEvent.type;\n event.altKey = nativeEvent.altKey;\n event.button = nativeEvent.button;\n event.buttons = nativeEvent.buttons;\n event.client.x = nativeEvent.clientX;\n event.client.y = nativeEvent.clientY;\n event.ctrlKey = nativeEvent.ctrlKey;\n event.metaKey = nativeEvent.metaKey;\n event.movement.x = nativeEvent.movementX;\n event.movement.y = nativeEvent.movementY;\n event.page.x = nativeEvent.pageX;\n event.page.y = nativeEvent.pageY;\n event.relatedTarget = null;\n event.shiftKey = nativeEvent.shiftKey;\n }\n};\nlet EventSystem = _EventSystem;\nEventSystem.extension = {\n name: \"events\",\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ]\n};\nEventSystem.defaultEventFeatures = {\n move: true,\n globalMove: true,\n click: true,\n wheel: true\n};\nextensions.add(EventSystem);\n\nexport { EventSystem };\n//# sourceMappingURL=EventSystem.mjs.map\n","import { Ticker, UPDATE_PRIORITY } from '@pixi/core';\n\nclass EventsTickerClass {\n constructor() {\n this.interactionFrequency = 10;\n this._deltaTime = 0;\n this._didMove = false;\n this.tickerAdded = false;\n this._pauseUpdate = true;\n }\n init(events) {\n this.removeTickerListener();\n this.events = events;\n this.interactionFrequency = 10;\n this._deltaTime = 0;\n this._didMove = false;\n this.tickerAdded = false;\n this._pauseUpdate = true;\n }\n get pauseUpdate() {\n return this._pauseUpdate;\n }\n set pauseUpdate(paused) {\n this._pauseUpdate = paused;\n }\n addTickerListener() {\n if (this.tickerAdded || !this.domElement) {\n return;\n }\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n this.tickerAdded = true;\n }\n removeTickerListener() {\n if (!this.tickerAdded) {\n return;\n }\n Ticker.system.remove(this.tickerUpdate, this);\n this.tickerAdded = false;\n }\n pointerMoved() {\n this._didMove = true;\n }\n update() {\n if (!this.domElement || this._pauseUpdate) {\n return;\n }\n if (this._didMove) {\n this._didMove = false;\n return;\n }\n const rootPointerEvent = this.events[\"rootPointerEvent\"];\n if (this.events.supportsTouchEvents && rootPointerEvent.pointerType === \"touch\") {\n return;\n }\n globalThis.document.dispatchEvent(new PointerEvent(\"pointermove\", {\n clientX: rootPointerEvent.clientX,\n clientY: rootPointerEvent.clientY\n }));\n }\n tickerUpdate(deltaTime) {\n this._deltaTime += deltaTime;\n if (this._deltaTime < this.interactionFrequency) {\n return;\n }\n this._deltaTime = 0;\n this.update();\n }\n}\nconst EventsTicker = new EventsTickerClass();\n\nexport { EventsTicker };\n//# sourceMappingURL=EventTicker.mjs.map\n","import { Point } from '@pixi/core';\n\nclass FederatedEvent {\n constructor(manager) {\n this.bubbles = true;\n this.cancelBubble = true;\n this.cancelable = false;\n this.composed = false;\n this.defaultPrevented = false;\n this.eventPhase = FederatedEvent.prototype.NONE;\n this.propagationStopped = false;\n this.propagationImmediatelyStopped = false;\n this.layer = new Point();\n this.page = new Point();\n this.NONE = 0;\n this.CAPTURING_PHASE = 1;\n this.AT_TARGET = 2;\n this.BUBBLING_PHASE = 3;\n this.manager = manager;\n }\n get layerX() {\n return this.layer.x;\n }\n get layerY() {\n return this.layer.y;\n }\n get pageX() {\n return this.page.x;\n }\n get pageY() {\n return this.page.y;\n }\n get data() {\n return this;\n }\n composedPath() {\n if (this.manager && (!this.path || this.path[this.path.length - 1] !== this.target)) {\n this.path = this.target ? this.manager.propagationPath(this.target) : [];\n }\n return this.path;\n }\n initEvent(_type, _bubbles, _cancelable) {\n throw new Error(\"initEvent() is a legacy DOM API. It is not implemented in the Federated Events API.\");\n }\n initUIEvent(_typeArg, _bubblesArg, _cancelableArg, _viewArg, _detailArg) {\n throw new Error(\"initUIEvent() is a legacy DOM API. It is not implemented in the Federated Events API.\");\n }\n preventDefault() {\n if (this.nativeEvent instanceof Event && this.nativeEvent.cancelable) {\n this.nativeEvent.preventDefault();\n }\n this.defaultPrevented = true;\n }\n stopImmediatePropagation() {\n this.propagationImmediatelyStopped = true;\n }\n stopPropagation() {\n this.propagationStopped = true;\n }\n}\n\nexport { FederatedEvent };\n//# sourceMappingURL=FederatedEvent.mjs.map\n","\n//# sourceMappingURL=FederatedEventMap.mjs.map\n","import { DisplayObject } from '@pixi/display';\nimport { deprecation } from '@pixi/utils';\nimport { EventSystem } from './EventSystem.mjs';\nimport { FederatedEvent } from './FederatedEvent.mjs';\n\nfunction convertEventModeToInteractiveMode(mode) {\n return mode === \"dynamic\" || mode === \"static\";\n}\nconst FederatedDisplayObject = {\n onclick: null,\n onmousedown: null,\n onmouseenter: null,\n onmouseleave: null,\n onmousemove: null,\n onglobalmousemove: null,\n onmouseout: null,\n onmouseover: null,\n onmouseup: null,\n onmouseupoutside: null,\n onpointercancel: null,\n onpointerdown: null,\n onpointerenter: null,\n onpointerleave: null,\n onpointermove: null,\n onglobalpointermove: null,\n onpointerout: null,\n onpointerover: null,\n onpointertap: null,\n onpointerup: null,\n onpointerupoutside: null,\n onrightclick: null,\n onrightdown: null,\n onrightup: null,\n onrightupoutside: null,\n ontap: null,\n ontouchcancel: null,\n ontouchend: null,\n ontouchendoutside: null,\n ontouchmove: null,\n onglobaltouchmove: null,\n ontouchstart: null,\n onwheel: null,\n _internalInteractive: void 0,\n get interactive() {\n return this._internalInteractive ?? convertEventModeToInteractiveMode(EventSystem.defaultEventMode);\n },\n set interactive(value) {\n deprecation(\"7.2.0\", `Setting interactive is deprecated, use eventMode = 'none'/'passive'/'auto'/'static'/'dynamic' instead.`);\n this._internalInteractive = value;\n this.eventMode = value ? \"static\" : \"auto\";\n },\n _internalEventMode: void 0,\n get eventMode() {\n return this._internalEventMode ?? EventSystem.defaultEventMode;\n },\n set eventMode(value) {\n this._internalInteractive = convertEventModeToInteractiveMode(value);\n this._internalEventMode = value;\n },\n isInteractive() {\n return this.eventMode === \"static\" || this.eventMode === \"dynamic\";\n },\n interactiveChildren: true,\n hitArea: null,\n addEventListener(type, listener, options) {\n const capture = typeof options === \"boolean\" && options || typeof options === \"object\" && options.capture;\n const context = typeof listener === \"function\" ? void 0 : listener;\n type = capture ? `${type}capture` : type;\n listener = typeof listener === \"function\" ? listener : listener.handleEvent;\n this.on(type, listener, context);\n },\n removeEventListener(type, listener, options) {\n const capture = typeof options === \"boolean\" && options || typeof options === \"object\" && options.capture;\n const context = typeof listener === \"function\" ? void 0 : listener;\n type = capture ? `${type}capture` : type;\n listener = typeof listener === \"function\" ? listener : listener.handleEvent;\n this.off(type, listener, context);\n },\n dispatchEvent(e) {\n if (!(e instanceof FederatedEvent)) {\n throw new Error(\"DisplayObject cannot propagate events outside of the Federated Events API\");\n }\n e.defaultPrevented = false;\n e.path = null;\n e.target = this;\n e.manager.dispatchEvent(e);\n return !e.defaultPrevented;\n }\n};\nDisplayObject.mixin(FederatedDisplayObject);\n\nexport { FederatedDisplayObject };\n//# sourceMappingURL=FederatedEventTarget.mjs.map\n","import { Point } from '@pixi/core';\nimport { FederatedEvent } from './FederatedEvent.mjs';\n\nclass FederatedMouseEvent extends FederatedEvent {\n constructor() {\n super(...arguments);\n this.client = new Point();\n this.movement = new Point();\n this.offset = new Point();\n this.global = new Point();\n this.screen = new Point();\n }\n get clientX() {\n return this.client.x;\n }\n get clientY() {\n return this.client.y;\n }\n get x() {\n return this.clientX;\n }\n get y() {\n return this.clientY;\n }\n get movementX() {\n return this.movement.x;\n }\n get movementY() {\n return this.movement.y;\n }\n get offsetX() {\n return this.offset.x;\n }\n get offsetY() {\n return this.offset.y;\n }\n get globalX() {\n return this.global.x;\n }\n get globalY() {\n return this.global.y;\n }\n get screenX() {\n return this.screen.x;\n }\n get screenY() {\n return this.screen.y;\n }\n getLocalPosition(displayObject, point, globalPos) {\n return displayObject.worldTransform.applyInverse(globalPos || this.global, point);\n }\n getModifierState(key) {\n return \"getModifierState\" in this.nativeEvent && this.nativeEvent.getModifierState(key);\n }\n initMouseEvent(_typeArg, _canBubbleArg, _cancelableArg, _viewArg, _detailArg, _screenXArg, _screenYArg, _clientXArg, _clientYArg, _ctrlKeyArg, _altKeyArg, _shiftKeyArg, _metaKeyArg, _buttonArg, _relatedTargetArg) {\n throw new Error(\"Method not implemented.\");\n }\n}\n\nexport { FederatedMouseEvent };\n//# sourceMappingURL=FederatedMouseEvent.mjs.map\n","import { FederatedMouseEvent } from './FederatedMouseEvent.mjs';\n\nclass FederatedPointerEvent extends FederatedMouseEvent {\n constructor() {\n super(...arguments);\n this.width = 0;\n this.height = 0;\n this.isPrimary = false;\n }\n getCoalescedEvents() {\n if (this.type === \"pointermove\" || this.type === \"mousemove\" || this.type === \"touchmove\") {\n return [this];\n }\n return [];\n }\n getPredictedEvents() {\n throw new Error(\"getPredictedEvents is not supported!\");\n }\n}\n\nexport { FederatedPointerEvent };\n//# sourceMappingURL=FederatedPointerEvent.mjs.map\n","import { FederatedMouseEvent } from './FederatedMouseEvent.mjs';\n\nclass FederatedWheelEvent extends FederatedMouseEvent {\n constructor() {\n super(...arguments);\n this.DOM_DELTA_PIXEL = 0;\n this.DOM_DELTA_LINE = 1;\n this.DOM_DELTA_PAGE = 2;\n }\n}\nFederatedWheelEvent.DOM_DELTA_PIXEL = 0;\nFederatedWheelEvent.DOM_DELTA_LINE = 1;\nFederatedWheelEvent.DOM_DELTA_PAGE = 2;\n\nexport { FederatedWheelEvent };\n//# sourceMappingURL=FederatedWheelEvent.mjs.map\n","export { EventBoundary } from './EventBoundary.mjs';\nexport { EventSystem } from './EventSystem.mjs';\nexport { FederatedEvent } from './FederatedEvent.mjs';\nimport './FederatedEventMap.mjs';\nexport { FederatedDisplayObject } from './FederatedEventTarget.mjs';\nexport { FederatedMouseEvent } from './FederatedMouseEvent.mjs';\nexport { FederatedPointerEvent } from './FederatedPointerEvent.mjs';\nexport { FederatedWheelEvent } from './FederatedWheelEvent.mjs';\n//# sourceMappingURL=index.mjs.map\n","var ExtensionType = /* @__PURE__ */ ((ExtensionType2) => {\n ExtensionType2[\"Renderer\"] = \"renderer\";\n ExtensionType2[\"Application\"] = \"application\";\n ExtensionType2[\"RendererSystem\"] = \"renderer-webgl-system\";\n ExtensionType2[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType2[\"CanvasRendererSystem\"] = \"renderer-canvas-system\";\n ExtensionType2[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType2[\"Asset\"] = \"asset\";\n ExtensionType2[\"LoadParser\"] = \"load-parser\";\n ExtensionType2[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType2[\"CacheParser\"] = \"cache-parser\";\n ExtensionType2[\"DetectionParser\"] = \"detection-parser\";\n return ExtensionType2;\n})(ExtensionType || {});\nconst normalizeExtension = (ext) => {\n if (typeof ext === \"function\" || typeof ext === \"object\" && ext.extension) {\n if (!ext.extension) {\n throw new Error(\"Extension class must have an extension object\");\n }\n const metadata = typeof ext.extension !== \"object\" ? { type: ext.extension } : ext.extension;\n ext = { ...metadata, ref: ext };\n }\n if (typeof ext === \"object\") {\n ext = { ...ext };\n } else {\n throw new Error(\"Invalid extension type\");\n }\n if (typeof ext.type === \"string\") {\n ext.type = [ext.type];\n }\n return ext;\n};\nconst normalizePriority = (ext, defaultPriority) => normalizeExtension(ext).priority ?? defaultPriority;\nconst extensions = {\n _addHandlers: {},\n _removeHandlers: {},\n _queue: {},\n remove(...extensions2) {\n extensions2.map(normalizeExtension).forEach((ext) => {\n ext.type.forEach((type) => this._removeHandlers[type]?.(ext));\n });\n return this;\n },\n add(...extensions2) {\n extensions2.map(normalizeExtension).forEach((ext) => {\n ext.type.forEach((type) => {\n const handlers = this._addHandlers;\n const queue = this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n } else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n handle(type, onAdd, onRemove) {\n const addHandlers = this._addHandlers;\n const removeHandlers = this._removeHandlers;\n if (addHandlers[type] || removeHandlers[type]) {\n throw new Error(`Extension type ${type} already has a handler`);\n }\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n const queue = this._queue;\n if (queue[type]) {\n queue[type].forEach((ext) => onAdd(ext));\n delete queue[type];\n }\n return this;\n },\n handleByMap(type, map) {\n return this.handle(type, (extension) => {\n map[extension.name] = extension.ref;\n }, (extension) => {\n delete map[extension.name];\n });\n },\n handleByList(type, list, defaultPriority = -1) {\n return this.handle(type, (extension) => {\n if (list.includes(extension.ref)) {\n return;\n }\n list.push(extension.ref);\n list.sort((a, b) => normalizePriority(b, defaultPriority) - normalizePriority(a, defaultPriority));\n }, (extension) => {\n const index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n }\n};\n\nexport { ExtensionType, extensions };\n//# sourceMappingURL=index.mjs.map\n","import { Rectangle, utils, RenderTexture, MSAA_QUALITY, ExtensionType, extensions } from '@pixi/core';\n\nconst TEMP_RECT = new Rectangle();\nconst BYTES_PER_PIXEL = 4;\nconst _Extract = class {\n constructor(renderer) {\n this.renderer = renderer;\n }\n async image(target, format, quality) {\n const image = new Image();\n image.src = await this.base64(target, format, quality);\n return image;\n }\n async base64(target, format, quality) {\n const canvas = this.canvas(target);\n if (canvas.toDataURL !== void 0) {\n return canvas.toDataURL(format, quality);\n }\n if (canvas.convertToBlob !== void 0) {\n const blob = await canvas.convertToBlob({ type: format, quality });\n return await new Promise((resolve) => {\n const reader = new FileReader();\n reader.onload = () => resolve(reader.result);\n reader.readAsDataURL(blob);\n });\n }\n throw new Error(\"Extract.base64() requires ICanvas.toDataURL or ICanvas.convertToBlob to be implemented\");\n }\n canvas(target, frame) {\n const { pixels, width, height, flipY } = this._rawPixels(target, frame);\n let canvasBuffer = new utils.CanvasRenderTarget(width, height, 1);\n const canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n _Extract.arrayPostDivide(pixels, canvasData.data);\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n if (flipY) {\n const target2 = new utils.CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n target2.context.scale(1, -1);\n target2.context.drawImage(canvasBuffer.canvas, 0, -height);\n canvasBuffer.destroy();\n canvasBuffer = target2;\n }\n return canvasBuffer.canvas;\n }\n pixels(target, frame) {\n const { pixels } = this._rawPixels(target, frame);\n _Extract.arrayPostDivide(pixels, pixels);\n return pixels;\n }\n _rawPixels(target, frame) {\n const renderer = this.renderer;\n if (!renderer) {\n throw new Error(\"The Extract has already been destroyed\");\n }\n let resolution;\n let flipY = false;\n let renderTexture;\n let generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n } else {\n const multisample = renderer.context.webGLVersion >= 2 ? renderer.multisample : MSAA_QUALITY.NONE;\n renderTexture = renderer.generateTexture(target, { multisample });\n if (multisample !== MSAA_QUALITY.NONE) {\n const resolvedTexture = RenderTexture.create({\n width: renderTexture.width,\n height: renderTexture.height\n });\n renderer.framebuffer.bind(renderTexture.framebuffer);\n renderer.framebuffer.blit(resolvedTexture.framebuffer);\n renderer.framebuffer.bind();\n renderTexture.destroy(true);\n renderTexture = resolvedTexture;\n }\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame ?? renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n } else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n flipY = true;\n renderer.renderTexture.bind();\n }\n const width = Math.round(frame.width * resolution);\n const height = Math.round(frame.height * resolution);\n const pixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n const gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\n if (generated) {\n renderTexture?.destroy(true);\n }\n return { pixels, width, height, flipY };\n }\n destroy() {\n this.renderer = null;\n }\n static arrayPostDivide(pixels, out) {\n for (let i = 0; i < pixels.length; i += 4) {\n const alpha = out[i + 3] = pixels[i + 3];\n if (alpha !== 0) {\n out[i] = Math.round(Math.min(pixels[i] * 255 / alpha, 255));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255 / alpha, 255));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255 / alpha, 255));\n } else {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n }\n};\nlet Extract = _Extract;\nExtract.extension = {\n name: \"extract\",\n type: ExtensionType.RendererSystem\n};\nextensions.add(Extract);\n\nexport { Extract };\n//# sourceMappingURL=Extract.mjs.map\n","export { Extract } from './Extract.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { Filter, defaultVertex } from '@pixi/core';\nimport fragment from './alpha.mjs';\n\nclass AlphaFilter extends Filter {\n constructor(alpha = 1) {\n super(defaultVertex, fragment, { uAlpha: 1 });\n this.alpha = alpha;\n }\n get alpha() {\n return this.uniforms.uAlpha;\n }\n set alpha(value) {\n this.uniforms.uAlpha = value;\n }\n}\n\nexport { AlphaFilter };\n//# sourceMappingURL=AlphaFilter.mjs.map\n","var 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\nexport { fragment as default };\n//# sourceMappingURL=alpha.mjs.map\n","export { AlphaFilter } from './AlphaFilter.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { Filter, CLEAR_MODES } from '@pixi/core';\nimport { BlurFilterPass } from './BlurFilterPass.mjs';\n\nclass BlurFilter extends Filter {\n constructor(strength = 8, quality = 4, resolution = Filter.defaultResolution, kernelSize = 5) {\n super();\n this._repeatEdgePixels = false;\n this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n this.resolution = resolution;\n this.quality = quality;\n this.blur = strength;\n this.repeatEdgePixels = false;\n }\n apply(filterManager, input, output, clearMode) {\n const xStrength = Math.abs(this.blurXFilter.strength);\n const yStrength = Math.abs(this.blurYFilter.strength);\n if (xStrength && yStrength) {\n const renderTarget = filterManager.getFilterTexture();\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n } else if (yStrength) {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n } else {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n }\n updatePadding() {\n if (this._repeatEdgePixels) {\n this.padding = 0;\n } else {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n }\n get blur() {\n return this.blurXFilter.blur;\n }\n set blur(value) {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n }\n get quality() {\n return this.blurXFilter.quality;\n }\n set quality(value) {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n }\n get blurX() {\n return this.blurXFilter.blur;\n }\n set blurX(value) {\n this.blurXFilter.blur = value;\n this.updatePadding();\n }\n get blurY() {\n return this.blurYFilter.blur;\n }\n set blurY(value) {\n this.blurYFilter.blur = value;\n this.updatePadding();\n }\n get blendMode() {\n return this.blurYFilter.blendMode;\n }\n set blendMode(value) {\n this.blurYFilter.blendMode = value;\n }\n get repeatEdgePixels() {\n return this._repeatEdgePixels;\n }\n set repeatEdgePixels(value) {\n this._repeatEdgePixels = value;\n this.updatePadding();\n }\n}\n\nexport { BlurFilter };\n//# sourceMappingURL=BlurFilter.mjs.map\n","import { Filter, CLEAR_MODES } from '@pixi/core';\nimport { generateBlurFragSource } from './generateBlurFragSource.mjs';\nimport { generateBlurVertSource } from './generateBlurVertSource.mjs';\n\nclass BlurFilterPass extends Filter {\n constructor(horizontal, strength = 8, quality = 4, resolution = Filter.defaultResolution, kernelSize = 5) {\n const vertSrc = generateBlurVertSource(kernelSize, horizontal);\n const fragSrc = generateBlurFragSource(kernelSize);\n super(vertSrc, fragSrc);\n this.horizontal = horizontal;\n this.resolution = resolution;\n this._quality = 0;\n this.quality = quality;\n this.blur = strength;\n }\n apply(filterManager, input, output, clearMode) {\n if (output) {\n if (this.horizontal) {\n this.uniforms.strength = 1 / output.width * (output.width / input.width);\n } else {\n this.uniforms.strength = 1 / output.height * (output.height / input.height);\n }\n } else {\n if (this.horizontal) {\n this.uniforms.strength = 1 / filterManager.renderer.width * (filterManager.renderer.width / input.width);\n } else {\n this.uniforms.strength = 1 / filterManager.renderer.height * (filterManager.renderer.height / input.height);\n }\n }\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n if (this.passes === 1) {\n filterManager.applyFilter(this, input, output, clearMode);\n } else {\n const renderTarget = filterManager.getFilterTexture();\n const renderer = filterManager.renderer;\n let flip = input;\n let flop = renderTarget;\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n for (let i = 1; i < this.passes - 1; i++) {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n this.uniforms.uSampler = flop;\n const temp = flop;\n flop = flip;\n flip = temp;\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n }\n get blur() {\n return this.strength;\n }\n set blur(value) {\n this.padding = 1 + Math.abs(value) * 2;\n this.strength = value;\n }\n get quality() {\n return this._quality;\n }\n set quality(value) {\n this._quality = value;\n this.passes = value;\n }\n}\n\nexport { BlurFilterPass };\n//# sourceMappingURL=BlurFilterPass.mjs.map\n","const 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: [93e-4, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [2406e-6, 9255e-6, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [489e-6, 2403e-6, 9246e-6, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448]\n};\nconst fragTemplate = [\n \"varying vec2 vBlurTexCoords[%size%];\",\n \"uniform sampler2D uSampler;\",\n \"void main(void)\",\n \"{\",\n \" gl_FragColor = vec4(0.0);\",\n \" %blur%\",\n \"}\"\n].join(\"\\n\");\nfunction generateBlurFragSource(kernelSize) {\n const kernel = GAUSSIAN_VALUES[kernelSize];\n const halfLength = kernel.length;\n let fragSource = fragTemplate;\n let blurLoop = \"\";\n const template = \"gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;\";\n let value;\n for (let i = 0; i < kernelSize; i++) {\n let blur = template.replace(\"%index%\", i.toString());\n value = i;\n if (i >= halfLength) {\n value = kernelSize - i - 1;\n }\n blur = blur.replace(\"%value%\", kernel[value].toString());\n blurLoop += blur;\n blurLoop += \"\\n\";\n }\n fragSource = fragSource.replace(\"%blur%\", blurLoop);\n fragSource = fragSource.replace(\"%size%\", kernelSize.toString());\n return fragSource;\n}\n\nexport { generateBlurFragSource };\n//# sourceMappingURL=generateBlurFragSource.mjs.map\n","const 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 }`;\nfunction generateBlurVertSource(kernelSize, x) {\n const halfLength = Math.ceil(kernelSize / 2);\n let vertSource = vertTemplate;\n let blurLoop = \"\";\n let template;\n if (x) {\n template = \"vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);\";\n } else {\n template = \"vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);\";\n }\n for (let i = 0; i < kernelSize; i++) {\n let blur = template.replace(\"%index%\", i.toString());\n blur = blur.replace(\"%sampleIndex%\", `${i - (halfLength - 1)}.0`);\n blurLoop += blur;\n blurLoop += \"\\n\";\n }\n vertSource = vertSource.replace(\"%blur%\", blurLoop);\n vertSource = vertSource.replace(\"%size%\", kernelSize.toString());\n return vertSource;\n}\n\nexport { generateBlurVertSource };\n//# sourceMappingURL=generateBlurVertSource.mjs.map\n","export { BlurFilter } from './BlurFilter.mjs';\nexport { BlurFilterPass } from './BlurFilterPass.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { Filter, defaultFilterVertex, Color } from '@pixi/core';\nimport fragment from './colorMatrix.mjs';\n\nclass ColorMatrixFilter extends Filter {\n constructor() {\n const uniforms = {\n m: new Float32Array([\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ]),\n uAlpha: 1\n };\n super(defaultFilterVertex, fragment, uniforms);\n this.alpha = 1;\n }\n _loadMatrix(matrix, multiply = false) {\n let newMatrix = matrix;\n if (multiply) {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix);\n }\n this.uniforms.m = newMatrix;\n }\n _multiply(out, a, b) {\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 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 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 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 return out;\n }\n _colorMatrix(matrix) {\n const m = new Float32Array(matrix);\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n return m;\n }\n brightness(b, multiply) {\n const matrix = [\n b,\n 0,\n 0,\n 0,\n 0,\n 0,\n b,\n 0,\n 0,\n 0,\n 0,\n 0,\n b,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n tint(color, multiply) {\n const [r, g, b] = Color.shared.setValue(color).toArray();\n const matrix = [\n r,\n 0,\n 0,\n 0,\n 0,\n 0,\n g,\n 0,\n 0,\n 0,\n 0,\n 0,\n b,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n greyscale(scale, multiply) {\n const matrix = [\n scale,\n scale,\n scale,\n 0,\n 0,\n scale,\n scale,\n scale,\n 0,\n 0,\n scale,\n scale,\n scale,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n blackAndWhite(multiply) {\n const matrix = [\n 0.3,\n 0.6,\n 0.1,\n 0,\n 0,\n 0.3,\n 0.6,\n 0.1,\n 0,\n 0,\n 0.3,\n 0.6,\n 0.1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n hue(rotation, multiply) {\n rotation = (rotation || 0) / 180 * Math.PI;\n const cosR = Math.cos(rotation);\n const sinR = Math.sin(rotation);\n const sqrt = Math.sqrt;\n const w = 1 / 3;\n const sqrW = sqrt(w);\n const a00 = cosR + (1 - cosR) * w;\n const a01 = w * (1 - cosR) - sqrW * sinR;\n const a02 = w * (1 - cosR) + sqrW * sinR;\n const a10 = w * (1 - cosR) + sqrW * sinR;\n const a11 = cosR + w * (1 - cosR);\n const a12 = w * (1 - cosR) - sqrW * sinR;\n const a20 = w * (1 - cosR) - sqrW * sinR;\n const a21 = w * (1 - cosR) + sqrW * sinR;\n const a22 = cosR + w * (1 - cosR);\n const matrix = [\n a00,\n a01,\n a02,\n 0,\n 0,\n a10,\n a11,\n a12,\n 0,\n 0,\n a20,\n a21,\n a22,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n contrast(amount, multiply) {\n const v = (amount || 0) + 1;\n const o = -0.5 * (v - 1);\n const matrix = [\n v,\n 0,\n 0,\n 0,\n o,\n 0,\n v,\n 0,\n 0,\n o,\n 0,\n 0,\n v,\n 0,\n o,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n saturate(amount = 0, multiply) {\n const x = amount * 2 / 3 + 1;\n const y = (x - 1) * -0.5;\n const matrix = [\n x,\n y,\n y,\n 0,\n 0,\n y,\n x,\n y,\n 0,\n 0,\n y,\n y,\n x,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n desaturate() {\n this.saturate(-1);\n }\n negative(multiply) {\n const matrix = [\n -1,\n 0,\n 0,\n 1,\n 0,\n 0,\n -1,\n 0,\n 1,\n 0,\n 0,\n 0,\n -1,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n sepia(multiply) {\n const matrix = [\n 0.393,\n 0.7689999,\n 0.18899999,\n 0,\n 0,\n 0.349,\n 0.6859999,\n 0.16799999,\n 0,\n 0,\n 0.272,\n 0.5339999,\n 0.13099999,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n technicolor(multiply) {\n const matrix = [\n 1.9125277891456083,\n -0.8545344976951645,\n -0.09155508482755585,\n 0,\n 11.793603434377337,\n -0.3087833385928097,\n 1.7658908555458428,\n -0.10601743074722245,\n 0,\n -70.35205161461398,\n -0.231103377548616,\n -0.7501899197440212,\n 1.847597816108189,\n 0,\n 30.950940869491138,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n polaroid(multiply) {\n const matrix = [\n 1.438,\n -0.062,\n -0.062,\n 0,\n 0,\n -0.122,\n 1.378,\n -0.122,\n 0,\n 0,\n -0.016,\n -0.016,\n 1.483,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n toBGR(multiply) {\n const matrix = [\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n kodachrome(multiply) {\n const matrix = [\n 1.1285582396593525,\n -0.3967382283601348,\n -0.03992559172921793,\n 0,\n 63.72958762196502,\n -0.16404339962244616,\n 1.0835251566291304,\n -0.05498805115633132,\n 0,\n 24.732407896706203,\n -0.16786010706155763,\n -0.5603416277695248,\n 1.6014850761964943,\n 0,\n 35.62982807460946,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n browni(multiply) {\n const matrix = [\n 0.5997023498159715,\n 0.34553243048391263,\n -0.2708298674538042,\n 0,\n 47.43192855600873,\n -0.037703249837783157,\n 0.8609577587992641,\n 0.15059552388459913,\n 0,\n -36.96841498319127,\n 0.24113635128153335,\n -0.07441037908422492,\n 0.44972182064877153,\n 0,\n -7.562075277591283,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n vintage(multiply) {\n const matrix = [\n 0.6279345635605994,\n 0.3202183420819367,\n -0.03965408211312453,\n 0,\n 9.651285835294123,\n 0.02578397704808868,\n 0.6441188644374771,\n 0.03259127616149294,\n 0,\n 7.462829176470591,\n 0.0466055556782719,\n -0.0851232987247891,\n 0.5241648018700465,\n 0,\n 5.159190588235296,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n colorTone(desaturation, toned, lightColor, darkColor, multiply) {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 16770432;\n darkColor = darkColor || 3375104;\n const temp = Color.shared;\n const [lR, lG, lB] = temp.setValue(lightColor).toArray();\n const [dR, dG, dB] = temp.setValue(darkColor).toArray();\n const matrix = [\n 0.3,\n 0.59,\n 0.11,\n 0,\n 0,\n lR,\n lG,\n lB,\n desaturation,\n 0,\n dR,\n dG,\n dB,\n toned,\n 0,\n lR - dR,\n lG - dG,\n lB - dB,\n 0,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n night(intensity, multiply) {\n intensity = intensity || 0.1;\n const matrix = [\n intensity * -2,\n -intensity,\n 0,\n 0,\n 0,\n -intensity,\n 0,\n intensity,\n 0,\n 0,\n 0,\n intensity,\n intensity * 2,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n predator(amount, multiply) {\n const matrix = [\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n lsd(multiply) {\n const matrix = [\n 2,\n -0.4,\n 0.5,\n 0,\n 0,\n -0.5,\n 2,\n -0.4,\n 0,\n 0,\n -0.4,\n -0.5,\n 3,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n reset() {\n const matrix = [\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, false);\n }\n get matrix() {\n return this.uniforms.m;\n }\n set matrix(value) {\n this.uniforms.m = value;\n }\n get alpha() {\n return this.uniforms.uAlpha;\n }\n set alpha(value) {\n this.uniforms.uAlpha = value;\n }\n}\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n\nexport { ColorMatrixFilter };\n//# sourceMappingURL=ColorMatrixFilter.mjs.map\n","var 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\nexport { fragment as default };\n//# sourceMappingURL=colorMatrix.mjs.map\n","export { ColorMatrixFilter } from './ColorMatrixFilter.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { Filter, Matrix, Point } from '@pixi/core';\nimport fragment from './displacement.mjs';\nimport vertex from './displacement2.mjs';\n\nclass DisplacementFilter extends Filter {\n constructor(sprite, scale) {\n const maskMatrix = new Matrix();\n sprite.renderable = false;\n super(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 this.maskSprite = sprite;\n this.maskMatrix = maskMatrix;\n if (scale === null || scale === void 0) {\n scale = 20;\n }\n this.scale = new Point(scale, scale);\n }\n apply(filterManager, input, output, clearMode) {\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 const wt = this.maskSprite.worldTransform;\n const lenX = Math.sqrt(wt.a * wt.a + wt.b * wt.b);\n const lenY = Math.sqrt(wt.c * wt.c + wt.d * wt.d);\n if (lenX !== 0 && lenY !== 0) {\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 filterManager.applyFilter(this, input, output, clearMode);\n }\n get map() {\n return this.uniforms.mapSampler;\n }\n set map(value) {\n this.uniforms.mapSampler = value;\n }\n}\n\nexport { DisplacementFilter };\n//# sourceMappingURL=DisplacementFilter.mjs.map\n","var 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\nexport { fragment as default };\n//# sourceMappingURL=displacement.mjs.map\n","var 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\nexport { vertex as default };\n//# sourceMappingURL=displacement2.mjs.map\n","export { DisplacementFilter } from './DisplacementFilter.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { Filter } from '@pixi/core';\nimport fragment from './fxaa.mjs';\nimport vertex from './fxaa2.mjs';\n\nclass FXAAFilter extends Filter {\n constructor() {\n super(vertex, fragment);\n }\n}\n\nexport { FXAAFilter };\n//# sourceMappingURL=FXAAFilter.mjs.map\n","var 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 inputSize;\\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, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n\\n gl_FragColor = color;\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=fxaa.mjs.map\n","var 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 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\\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, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n}\\n\";\n\nexport { vertex as default };\n//# sourceMappingURL=fxaa2.mjs.map\n","export { FXAAFilter } from './FXAAFilter.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './noise.mjs';\n\nclass NoiseFilter extends Filter {\n constructor(noise = 0.5, seed = Math.random()) {\n super(defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0\n });\n this.noise = noise;\n this.seed = seed;\n }\n get noise() {\n return this.uniforms.uNoise;\n }\n set noise(value) {\n this.uniforms.uNoise = value;\n }\n get seed() {\n return this.uniforms.uSeed;\n }\n set seed(value) {\n this.uniforms.uSeed = value;\n }\n}\n\nexport { NoiseFilter };\n//# sourceMappingURL=NoiseFilter.mjs.map\n","export { NoiseFilter } from './NoiseFilter.mjs';\n//# sourceMappingURL=index.mjs.map\n","var 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\nexport { fragment as default };\n//# sourceMappingURL=noise.mjs.map\n","import { State, Color, BLEND_MODES, Texture, Polygon, PI_2, Rectangle, RoundedRectangle, Circle, Ellipse, SHAPES, Matrix, UniformGroup, Shader, Point } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { LINE_CAP, LINE_JOIN, curves } from './const.mjs';\nimport { GraphicsGeometry } from './GraphicsGeometry.mjs';\nimport { FillStyle } from './styles/FillStyle.mjs';\nimport { LineStyle } from './styles/LineStyle.mjs';\nimport './utils/index.mjs';\nimport { QuadraticUtils } from './utils/QuadraticUtils.mjs';\nimport { BezierUtils } from './utils/BezierUtils.mjs';\nimport { ArcUtils } from './utils/ArcUtils.mjs';\n\nconst DEFAULT_SHADERS = {};\nconst _Graphics = class extends Container {\n constructor(geometry = null) {\n super();\n this.shader = null;\n this.pluginName = \"batch\";\n this.currentPath = null;\n this.batches = [];\n this.batchTint = -1;\n this.batchDirty = -1;\n this.vertexData = null;\n this._fillStyle = new FillStyle();\n this._lineStyle = new LineStyle();\n this._matrix = null;\n this._holeMode = false;\n this.state = State.for2d();\n this._geometry = geometry || new GraphicsGeometry();\n this._geometry.refCount++;\n this._transformID = -1;\n this._tintColor = new Color(16777215);\n this.blendMode = BLEND_MODES.NORMAL;\n }\n get geometry() {\n return this._geometry;\n }\n clone() {\n this.finishPoly();\n return new _Graphics(this._geometry);\n }\n set blendMode(value) {\n this.state.blendMode = value;\n }\n get blendMode() {\n return this.state.blendMode;\n }\n get tint() {\n return this._tintColor.value;\n }\n set tint(value) {\n this._tintColor.setValue(value);\n }\n get fill() {\n return this._fillStyle;\n }\n get line() {\n return this._lineStyle;\n }\n lineStyle(options = null, color = 0, alpha, alignment = 0.5, native = false) {\n if (typeof options === \"number\") {\n options = { width: options, color, alpha, alignment, native };\n }\n return this.lineTextureStyle(options);\n }\n lineTextureStyle(options) {\n const defaultLineStyleOptions = {\n width: 0,\n texture: Texture.WHITE,\n color: options?.texture ? 16777215 : 0,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10\n };\n options = Object.assign(defaultLineStyleOptions, options);\n this.normalizeColor(options);\n if (this.currentPath) {\n this.startPoly();\n }\n const visible = options.width > 0 && options.alpha > 0;\n if (!visible) {\n this._lineStyle.reset();\n } else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._lineStyle, { visible }, options);\n }\n return this;\n }\n startPoly() {\n if (this.currentPath) {\n const points = this.currentPath.points;\n const len = this.currentPath.points.length;\n if (len > 2) {\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 } else {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n }\n finishPoly() {\n if (this.currentPath) {\n if (this.currentPath.points.length > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n } else {\n this.currentPath.points.length = 0;\n }\n }\n }\n moveTo(x, y) {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n return this;\n }\n lineTo(x, y) {\n if (!this.currentPath) {\n this.moveTo(0, 0);\n }\n const points = this.currentPath.points;\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n if (fromX !== x || fromY !== y) {\n points.push(x, y);\n }\n return this;\n }\n _initCurve(x = 0, y = 0) {\n if (this.currentPath) {\n if (this.currentPath.points.length === 0) {\n this.currentPath.points = [x, y];\n }\n } else {\n this.moveTo(x, y);\n }\n }\n quadraticCurveTo(cpX, cpY, toX, toY) {\n this._initCurve();\n const points = this.currentPath.points;\n if (points.length === 0) {\n this.moveTo(0, 0);\n }\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n return this;\n }\n bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) {\n this._initCurve();\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n return this;\n }\n arcTo(x1, y1, x2, y2, radius) {\n this._initCurve(x1, y1);\n const points = this.currentPath.points;\n const result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n if (result) {\n const { cx, cy, radius: radius2, startAngle, endAngle, anticlockwise } = result;\n this.arc(cx, cy, radius2, startAngle, endAngle, anticlockwise);\n }\n return this;\n }\n arc(cx, cy, radius, startAngle, endAngle, anticlockwise = false) {\n if (startAngle === endAngle) {\n return this;\n }\n if (!anticlockwise && endAngle <= startAngle) {\n endAngle += PI_2;\n } else if (anticlockwise && startAngle <= endAngle) {\n startAngle += PI_2;\n }\n const sweep = endAngle - startAngle;\n if (sweep === 0) {\n return this;\n }\n const startX = cx + Math.cos(startAngle) * radius;\n const startY = cy + Math.sin(startAngle) * radius;\n const eps = this._geometry.closePointEps;\n let points = this.currentPath ? this.currentPath.points : null;\n if (points) {\n const xDiff = Math.abs(points[points.length - 2] - startX);\n const yDiff = Math.abs(points[points.length - 1] - startY);\n if (xDiff < eps && yDiff < eps) {\n } else {\n points.push(startX, startY);\n }\n } else {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n return this;\n }\n beginFill(color = 0, alpha) {\n return this.beginTextureFill({ texture: Texture.WHITE, color, alpha });\n }\n normalizeColor(options) {\n const temp = Color.shared.setValue(options.color ?? 0);\n options.color = temp.toNumber();\n options.alpha ?? (options.alpha = temp.alpha);\n }\n beginTextureFill(options) {\n const defaultOptions = {\n texture: Texture.WHITE,\n color: 16777215,\n matrix: null\n };\n options = Object.assign(defaultOptions, options);\n this.normalizeColor(options);\n if (this.currentPath) {\n this.startPoly();\n }\n const visible = options.alpha > 0;\n if (!visible) {\n this._fillStyle.reset();\n } else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._fillStyle, { visible }, options);\n }\n return this;\n }\n endFill() {\n this.finishPoly();\n this._fillStyle.reset();\n return this;\n }\n drawRect(x, y, width, height) {\n return this.drawShape(new Rectangle(x, y, width, height));\n }\n drawRoundedRect(x, y, width, height, radius) {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n }\n drawCircle(x, y, radius) {\n return this.drawShape(new Circle(x, y, radius));\n }\n drawEllipse(x, y, width, height) {\n return this.drawShape(new Ellipse(x, y, width, height));\n }\n drawPolygon(...path) {\n let points;\n let closeStroke = true;\n const poly = path[0];\n if (poly.points) {\n closeStroke = poly.closeStroke;\n points = poly.points;\n } else if (Array.isArray(path[0])) {\n points = path[0];\n } else {\n points = path;\n }\n const shape = new Polygon(points);\n shape.closeStroke = closeStroke;\n this.drawShape(shape);\n return this;\n }\n drawShape(shape) {\n if (!this._holeMode) {\n this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix);\n } else {\n this._geometry.drawHole(shape, this._matrix);\n }\n return this;\n }\n clear() {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n return this;\n }\n isFastRect() {\n const data = this._geometry.graphicsData;\n return data.length === 1 && data[0].shape.type === SHAPES.RECT && !data[0].matrix && !data[0].holes.length && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n }\n _render(renderer) {\n this.finishPoly();\n const geometry = this._geometry;\n geometry.updateBatches();\n if (geometry.batchable) {\n if (this.batchDirty !== geometry.batchDirty) {\n this._populateBatches();\n }\n this._renderBatched(renderer);\n } else {\n renderer.batch.flush();\n this._renderDirect(renderer);\n }\n }\n _populateBatches() {\n const geometry = this._geometry;\n const blendMode = this.blendMode;\n const len = geometry.batches.length;\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n this.vertexData = new Float32Array(geometry.points);\n for (let i = 0; i < len; i++) {\n const gI = geometry.batches[i];\n const color = gI.style.color;\n const vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n const uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n const indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size);\n const batch = {\n vertexData,\n blendMode,\n indices,\n uvs,\n _batchRGB: Color.shared.setValue(color).toRgbArray(),\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 _renderBatched(renderer) {\n if (!this.batches.length) {\n return;\n }\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n this.calculateVertices();\n this.calculateTints();\n for (let i = 0, l = this.batches.length; i < l; i++) {\n const batch = this.batches[i];\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n renderer.plugins[this.pluginName].render(batch);\n }\n }\n _renderDirect(renderer) {\n const shader = this._resolveDirectShader(renderer);\n const geometry = this._geometry;\n const worldAlpha = this.worldAlpha;\n const uniforms = shader.uniforms;\n const drawCalls = geometry.drawCalls;\n uniforms.translationMatrix = this.transform.worldTransform;\n Color.shared.setValue(this._tintColor).premultiply(worldAlpha).toArray(uniforms.tint);\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n renderer.state.set(this.state);\n for (let i = 0, l = drawCalls.length; i < l; i++) {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n }\n _renderDrawCallDirect(renderer, drawCall) {\n const { texArray, type, size, start } = drawCall;\n const groupTextureCount = texArray.count;\n for (let j = 0; j < groupTextureCount; j++) {\n renderer.texture.bind(texArray.elements[j], j);\n }\n renderer.geometry.draw(type, size, start);\n }\n _resolveDirectShader(renderer) {\n let shader = this.shader;\n const pluginName = this.pluginName;\n if (!shader) {\n if (!DEFAULT_SHADERS[pluginName]) {\n const { maxTextures } = renderer.plugins[pluginName];\n const sampleValues = new Int32Array(maxTextures);\n for (let i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true)\n };\n const program = renderer.plugins[pluginName]._shader.program;\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n shader = DEFAULT_SHADERS[pluginName];\n }\n return shader;\n }\n _calculateBounds() {\n this.finishPoly();\n const geometry = this._geometry;\n if (!geometry.graphicsData.length) {\n return;\n }\n const { minX, minY, maxX, maxY } = geometry.bounds;\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n containsPoint(point) {\n this.worldTransform.applyInverse(point, _Graphics._TEMP_POINT);\n return this._geometry.containsPoint(_Graphics._TEMP_POINT);\n }\n calculateTints() {\n if (this.batchTint !== this.tint) {\n this.batchTint = this._tintColor.toNumber();\n for (let i = 0; i < this.batches.length; i++) {\n const batch = this.batches[i];\n batch._tintRGB = Color.shared.setValue(this._tintColor).multiply(batch._batchRGB).toLittleEndianNumber();\n }\n }\n }\n calculateVertices() {\n const wtID = this.transform._worldID;\n if (this._transformID === wtID) {\n return;\n }\n this._transformID = wtID;\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const data = this._geometry.points;\n const vertexData = this.vertexData;\n let count = 0;\n for (let i = 0; i < data.length; i += 2) {\n const x = data[i];\n const y = data[i + 1];\n vertexData[count++] = a * x + c * y + tx;\n vertexData[count++] = d * y + b * x + ty;\n }\n }\n closePath() {\n const currentPath = this.currentPath;\n if (currentPath) {\n currentPath.closeStroke = true;\n this.finishPoly();\n }\n return this;\n }\n setMatrix(matrix) {\n this._matrix = matrix;\n return this;\n }\n beginHole() {\n this.finishPoly();\n this._holeMode = true;\n return this;\n }\n endHole() {\n this.finishPoly();\n this._holeMode = false;\n return this;\n }\n destroy(options) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\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 super.destroy(options);\n }\n};\nlet Graphics = _Graphics;\nGraphics.curves = curves;\nGraphics._TEMP_POINT = new Point();\n\nexport { Graphics };\n//# sourceMappingURL=Graphics.mjs.map\n","class GraphicsData {\n constructor(shape, fillStyle = null, lineStyle = null, matrix = null) {\n this.points = [];\n this.holes = [];\n this.shape = shape;\n this.lineStyle = lineStyle;\n this.fillStyle = fillStyle;\n this.matrix = matrix;\n this.type = shape.type;\n }\n clone() {\n return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix);\n }\n destroy() {\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\nexport { GraphicsData };\n//# sourceMappingURL=GraphicsData.mjs.map\n","import { Point, BatchGeometry, WRAP_MODES, BaseTexture, BatchDrawCall, BatchTextureArray, DRAW_MODES, Color } from '@pixi/core';\nimport { Bounds } from '@pixi/display';\nimport { GraphicsData } from './GraphicsData.mjs';\nimport { DRAW_CALL_POOL, BATCH_POOL, FILL_COMMANDS } from './utils/index.mjs';\nimport { BatchPart } from './utils/BatchPart.mjs';\nimport { buildPoly } from './utils/buildPoly.mjs';\nimport { buildLine } from './utils/buildLine.mjs';\n\nconst tmpPoint = new Point();\nconst _GraphicsGeometry = class extends BatchGeometry {\n constructor() {\n super();\n this.closePointEps = 1e-4;\n this.boundsPadding = 0;\n this.uvsFloat32 = null;\n this.indicesUint16 = null;\n this.batchable = false;\n this.points = [];\n this.colors = [];\n this.uvs = [];\n this.indices = [];\n this.textureIds = [];\n this.graphicsData = [];\n this.drawCalls = [];\n this.batchDirty = -1;\n this.batches = [];\n this.dirty = 0;\n this.cacheDirty = -1;\n this.clearDirty = 0;\n this.shapeIndex = 0;\n this._bounds = new Bounds();\n this.boundsDirty = -1;\n }\n get bounds() {\n this.updateBatches();\n if (this.boundsDirty !== this.dirty) {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n return this._bounds;\n }\n invalidate() {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\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 for (let i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n for (let i = 0; i < this.batches.length; i++) {\n const batchPart = this.batches[i];\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n this.batches.length = 0;\n }\n clear() {\n if (this.graphicsData.length > 0) {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n return this;\n }\n drawShape(shape, fillStyle = null, lineStyle = null, matrix = null) {\n const data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n this.graphicsData.push(data);\n this.dirty++;\n return this;\n }\n drawHole(shape, matrix = null) {\n if (!this.graphicsData.length) {\n return null;\n }\n const data = new GraphicsData(shape, null, null, matrix);\n const lastShape = this.graphicsData[this.graphicsData.length - 1];\n data.lineStyle = lastShape.lineStyle;\n lastShape.holes.push(data);\n this.dirty++;\n return this;\n }\n destroy() {\n super.destroy();\n for (let i = 0; i < this.graphicsData.length; ++i) {\n this.graphicsData[i].destroy();\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 containsPoint(point) {\n const graphicsData = this.graphicsData;\n for (let i = 0; i < graphicsData.length; ++i) {\n const data = graphicsData[i];\n if (!data.fillStyle.visible) {\n continue;\n }\n if (data.shape) {\n if (data.matrix) {\n data.matrix.applyInverse(point, tmpPoint);\n } else {\n tmpPoint.copyFrom(point);\n }\n if (data.shape.contains(tmpPoint.x, tmpPoint.y)) {\n let hitHole = false;\n if (data.holes) {\n for (let i2 = 0; i2 < data.holes.length; i2++) {\n const hole = data.holes[i2];\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) {\n hitHole = true;\n break;\n }\n }\n }\n if (!hitHole) {\n return true;\n }\n }\n }\n }\n return false;\n }\n updateBatches() {\n if (!this.graphicsData.length) {\n this.batchable = true;\n return;\n }\n if (!this.validateBatching()) {\n return;\n }\n this.cacheDirty = this.dirty;\n const uvs = this.uvs;\n const graphicsData = this.graphicsData;\n let batchPart = null;\n let currentStyle = null;\n if (this.batches.length > 0) {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n for (let i = this.shapeIndex; i < graphicsData.length; i++) {\n this.shapeIndex++;\n const data = graphicsData[i];\n const fillStyle = data.fillStyle;\n const lineStyle = data.lineStyle;\n const command = FILL_COMMANDS[data.type];\n command.build(data);\n if (data.matrix) {\n this.transformPoints(data.points, data.matrix);\n }\n if (fillStyle.visible || lineStyle.visible) {\n this.processHoles(data.holes);\n }\n for (let j = 0; j < 2; j++) {\n const style = j === 0 ? fillStyle : lineStyle;\n if (!style.visible)\n continue;\n const nextTexture = style.texture.baseTexture;\n const index2 = this.indices.length;\n const attribIndex = this.points.length / 2;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n if (j === 0) {\n this.processFill(data);\n } else {\n this.processLine(data);\n }\n const size = this.points.length / 2 - attribIndex;\n if (size === 0)\n continue;\n if (batchPart && !this._compareStyles(currentStyle, style)) {\n batchPart.end(index2, attribIndex);\n batchPart = null;\n }\n if (!batchPart) {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index2, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n const index = this.indices.length;\n const attrib = this.points.length / 2;\n if (batchPart) {\n batchPart.end(index, attrib);\n }\n if (this.batches.length === 0) {\n this.batchable = true;\n return;\n }\n const need32 = attrib > 65535;\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length && need32 === this.indicesUint16.BYTES_PER_ELEMENT > 2) {\n this.indicesUint16.set(this.indices);\n } else {\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n this.batchable = this.isBatchable();\n if (this.batchable) {\n this.packBatches();\n } else {\n this.buildDrawCalls();\n }\n }\n _compareStyles(styleA, styleB) {\n if (!styleA || !styleB) {\n return false;\n }\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture) {\n return false;\n }\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) {\n return false;\n }\n if (!!styleA.native !== !!styleB.native) {\n return false;\n }\n return true;\n }\n validateBatching() {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length) {\n return false;\n }\n for (let i = 0, l = this.graphicsData.length; i < l; i++) {\n const data = this.graphicsData[i];\n const fill = data.fillStyle;\n const line = data.lineStyle;\n if (fill && !fill.texture.baseTexture.valid)\n return false;\n if (line && !line.texture.baseTexture.valid)\n return false;\n }\n return true;\n }\n packBatches() {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n const batches = this.batches;\n for (let i = 0, l = batches.length; i < l; i++) {\n const batch = batches[i];\n for (let j = 0; j < batch.size; j++) {\n const index = batch.start + j;\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n }\n isBatchable() {\n if (this.points.length > 65535 * 2) {\n return false;\n }\n const batches = this.batches;\n for (let i = 0; i < batches.length; i++) {\n if (batches[i].style.native) {\n return false;\n }\n }\n return this.points.length < _GraphicsGeometry.BATCHABLE_SIZE * 2;\n }\n buildDrawCalls() {\n let TICK = ++BaseTexture._globalBatch;\n for (let i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n const colors = this.colors;\n const textureIds = this.textureIds;\n let currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n let textureCount = 0;\n let currentTexture = null;\n let textureId = 0;\n let native = false;\n let drawMode = DRAW_MODES.TRIANGLES;\n let index = 0;\n this.drawCalls.push(currentGroup);\n for (let i = 0; i < this.batches.length; i++) {\n const data = this.batches[i];\n const maxTextures = 8;\n const style = data.style;\n const nextTexture = style.texture.baseTexture;\n if (native !== !!style.native) {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n currentTexture = null;\n textureCount = maxTextures;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === maxTextures) {\n TICK++;\n textureCount = 0;\n if (currentGroup.size > 0) {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n nextTexture.touched = 1;\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n currentGroup.size += data.size;\n index += data.size;\n textureId = nextTexture._batchLocation;\n this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart);\n this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart);\n }\n BaseTexture._globalBatch = TICK;\n this.packAttributes();\n }\n packAttributes() {\n const verts = this.points;\n const uvs = this.uvs;\n const colors = this.colors;\n const textureIds = this.textureIds;\n const glPoints = new ArrayBuffer(verts.length * 3 * 4);\n const f32 = new Float32Array(glPoints);\n const u32 = new Uint32Array(glPoints);\n let p = 0;\n for (let i = 0; i < verts.length / 2; i++) {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[i * 2 + 1];\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[i * 2 + 1];\n u32[p++] = colors[i];\n f32[p++] = textureIds[i];\n }\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n }\n processFill(data) {\n if (data.holes.length) {\n buildPoly.triangulate(data, this);\n } else {\n const command = FILL_COMMANDS[data.type];\n command.triangulate(data, this);\n }\n }\n processLine(data) {\n buildLine(data, this);\n for (let i = 0; i < data.holes.length; i++) {\n buildLine(data.holes[i], this);\n }\n }\n processHoles(holes) {\n for (let i = 0; i < holes.length; i++) {\n const hole = holes[i];\n const command = FILL_COMMANDS[hole.type];\n command.build(hole);\n if (hole.matrix) {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n }\n calculateBounds() {\n const bounds = this._bounds;\n bounds.clear();\n bounds.addVertexData(this.points, 0, this.points.length);\n bounds.pad(this.boundsPadding, this.boundsPadding);\n }\n transformPoints(points, matrix) {\n for (let i = 0; i < points.length / 2; i++) {\n const x = points[i * 2];\n const y = points[i * 2 + 1];\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 addColors(colors, color, alpha, size, offset = 0) {\n const bgr = Color.shared.setValue(color).toLittleEndianNumber();\n const result = Color.shared.setValue(bgr).toPremultiplied(alpha);\n colors.length = Math.max(colors.length, offset + size);\n for (let i = 0; i < size; i++) {\n colors[offset + i] = result;\n }\n }\n addTextureIds(textureIds, id, size, offset = 0) {\n textureIds.length = Math.max(textureIds.length, offset + size);\n for (let i = 0; i < size; i++) {\n textureIds[offset + i] = id;\n }\n }\n addUvs(verts, uvs, texture, start, size, matrix = null) {\n let index = 0;\n const uvsStart = uvs.length;\n const frame = texture.frame;\n while (index < size) {\n let x = verts[(start + index) * 2];\n let y = verts[(start + index) * 2 + 1];\n if (matrix) {\n const nx = matrix.a * x + matrix.c * y + matrix.tx;\n y = matrix.b * x + matrix.d * y + matrix.ty;\n x = nx;\n }\n index++;\n uvs.push(x / frame.width, y / frame.height);\n }\n const baseTexture = texture.baseTexture;\n if (frame.width < baseTexture.width || frame.height < baseTexture.height) {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n }\n adjustUvs(uvs, texture, start, size) {\n const baseTexture = texture.baseTexture;\n const eps = 1e-6;\n const finish = start + size * 2;\n const frame = texture.frame;\n const scaleX = frame.width / baseTexture.width;\n const scaleY = frame.height / baseTexture.height;\n let offsetX = frame.x / frame.width;\n let offsetY = frame.y / frame.height;\n let minX = Math.floor(uvs[start] + eps);\n let minY = Math.floor(uvs[start + 1] + eps);\n for (let i = start + 2; i < finish; i += 2) {\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 (let i = start; i < finish; i += 2) {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n }\n};\nlet GraphicsGeometry = _GraphicsGeometry;\nGraphicsGeometry.BATCHABLE_SIZE = 100;\n\nexport { GraphicsGeometry };\n//# sourceMappingURL=GraphicsGeometry.mjs.map\n","var LINE_JOIN = /* @__PURE__ */ ((LINE_JOIN2) => {\n LINE_JOIN2[\"MITER\"] = \"miter\";\n LINE_JOIN2[\"BEVEL\"] = \"bevel\";\n LINE_JOIN2[\"ROUND\"] = \"round\";\n return LINE_JOIN2;\n})(LINE_JOIN || {});\nvar LINE_CAP = /* @__PURE__ */ ((LINE_CAP2) => {\n LINE_CAP2[\"BUTT\"] = \"butt\";\n LINE_CAP2[\"ROUND\"] = \"round\";\n LINE_CAP2[\"SQUARE\"] = \"square\";\n return LINE_CAP2;\n})(LINE_CAP || {});\nconst curves = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n epsilon: 1e-4,\n _segmentsCount(length, defaultSegments = 20) {\n if (!this.adaptive || !length || isNaN(length)) {\n return defaultSegments;\n }\n let result = Math.ceil(length / this.maxLength);\n if (result < this.minSegments) {\n result = this.minSegments;\n } else if (result > this.maxSegments) {\n result = this.maxSegments;\n }\n return result;\n }\n};\nconst GRAPHICS_CURVES = curves;\n\nexport { GRAPHICS_CURVES, LINE_CAP, LINE_JOIN, curves };\n//# sourceMappingURL=const.mjs.map\n","import { FILL_COMMANDS, BATCH_POOL, DRAW_CALL_POOL } from './utils/index.mjs';\nexport { GRAPHICS_CURVES, LINE_CAP, LINE_JOIN, curves } from './const.mjs';\nexport { Graphics } from './Graphics.mjs';\nexport { GraphicsData } from './GraphicsData.mjs';\nexport { GraphicsGeometry } from './GraphicsGeometry.mjs';\nexport { FillStyle } from './styles/FillStyle.mjs';\nexport { LineStyle } from './styles/LineStyle.mjs';\nimport { buildPoly } from './utils/buildPoly.mjs';\nimport { buildCircle } from './utils/buildCircle.mjs';\nimport { buildRectangle } from './utils/buildRectangle.mjs';\nimport { buildRoundedRectangle } from './utils/buildRoundedRectangle.mjs';\nimport { buildLine } from './utils/buildLine.mjs';\nimport { ArcUtils } from './utils/ArcUtils.mjs';\nimport { BezierUtils } from './utils/BezierUtils.mjs';\nimport { QuadraticUtils } from './utils/QuadraticUtils.mjs';\nimport { BatchPart } from './utils/BatchPart.mjs';\n\nconst graphicsUtils = {\n buildPoly,\n buildCircle,\n buildRectangle,\n buildRoundedRectangle,\n buildLine,\n ArcUtils,\n BezierUtils,\n QuadraticUtils,\n BatchPart,\n FILL_COMMANDS,\n BATCH_POOL,\n DRAW_CALL_POOL\n};\n\nexport { graphicsUtils };\n//# sourceMappingURL=index.mjs.map\n","import { Texture } from '@pixi/core';\n\nclass FillStyle {\n constructor() {\n this.color = 16777215;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n this.reset();\n }\n clone() {\n const obj = new FillStyle();\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 return obj;\n }\n reset() {\n this.color = 16777215;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n }\n destroy() {\n this.texture = null;\n this.matrix = null;\n }\n}\n\nexport { FillStyle };\n//# sourceMappingURL=FillStyle.mjs.map\n","import { LINE_CAP, LINE_JOIN } from '../const.mjs';\nimport { FillStyle } from './FillStyle.mjs';\n\nclass LineStyle extends FillStyle {\n constructor() {\n super(...arguments);\n this.width = 0;\n this.alignment = 0.5;\n this.native = false;\n this.cap = LINE_CAP.BUTT;\n this.join = LINE_JOIN.MITER;\n this.miterLimit = 10;\n }\n clone() {\n const obj = new LineStyle();\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 obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n return obj;\n }\n reset() {\n super.reset();\n this.color = 0;\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n }\n}\n\nexport { LineStyle };\n//# sourceMappingURL=LineStyle.mjs.map\n","import { PI_2 } from '@pixi/core';\nimport { curves } from '../const.mjs';\n\nclass ArcUtils {\n static curveTo(x1, y1, x2, y2, radius, points) {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n const a1 = fromY - y1;\n const b1 = fromX - x1;\n const a2 = y2 - y1;\n const b2 = x2 - x1;\n const mm = Math.abs(a1 * b2 - b1 * a2);\n if (mm < 1e-8 || radius === 0) {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {\n points.push(x1, y1);\n }\n return null;\n }\n const dd = a1 * a1 + b1 * b1;\n const cc = a2 * a2 + b2 * b2;\n const tt = a1 * a2 + b1 * b2;\n const k1 = radius * Math.sqrt(dd) / mm;\n const k2 = radius * Math.sqrt(cc) / mm;\n const j1 = k1 * tt / dd;\n const j2 = k2 * tt / cc;\n const cx = k1 * b2 + k2 * b1;\n const cy = k1 * a2 + k2 * a1;\n const px = b1 * (k2 + j1);\n const py = a1 * (k2 + j1);\n const qx = b2 * (k1 + j2);\n const qy = a2 * (k1 + j2);\n const startAngle = Math.atan2(py - cy, px - cx);\n const endAngle = Math.atan2(qy - cy, qx - cx);\n return {\n cx: cx + x1,\n cy: cy + y1,\n radius,\n startAngle,\n endAngle,\n anticlockwise: b1 * a2 > b2 * a1\n };\n }\n static arc(_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) {\n const sweep = endAngle - startAngle;\n const n = curves._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40);\n const theta = sweep / (n * 2);\n const theta2 = theta * 2;\n const cTheta = Math.cos(theta);\n const sTheta = Math.sin(theta);\n const segMinus = n - 1;\n const remainder = segMinus % 1 / segMinus;\n for (let i = 0; i <= segMinus; ++i) {\n const real = i + remainder * i;\n const angle = theta + startAngle + theta2 * real;\n const c = Math.cos(angle);\n const s = -Math.sin(angle);\n points.push((cTheta * c + sTheta * s) * radius + cx, (cTheta * -s + sTheta * c) * radius + cy);\n }\n }\n}\n\nexport { ArcUtils };\n//# sourceMappingURL=ArcUtils.mjs.map\n","class BatchPart {\n constructor() {\n this.reset();\n }\n begin(style, startIndex, attribStart) {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n }\n end(endIndex, endAttrib) {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n }\n reset() {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n }\n}\n\nexport { BatchPart };\n//# sourceMappingURL=BatchPart.mjs.map\n","import { curves } from '../const.mjs';\n\nclass BezierUtils {\n static curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {\n const n = 10;\n let result = 0;\n let t = 0;\n let t2 = 0;\n let t3 = 0;\n let nt = 0;\n let nt2 = 0;\n let nt3 = 0;\n let x = 0;\n let y = 0;\n let dx = 0;\n let dy = 0;\n let prevX = fromX;\n let prevY = fromY;\n for (let i = 1; i <= n; ++i) {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = 1 - t;\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n x = nt3 * fromX + 3 * nt2 * t * cpX + 3 * nt * t2 * cpX2 + t3 * toX;\n y = nt3 * fromY + 3 * nt2 * t * cpY + 3 * nt * t2 * cpY2 + t3 * toY;\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n result += Math.sqrt(dx * dx + dy * dy);\n }\n return result;\n }\n static curveTo(cpX, cpY, cpX2, cpY2, toX, toY, points) {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n points.length -= 2;\n const n = curves._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY));\n let dt = 0;\n let dt2 = 0;\n let dt3 = 0;\n let t2 = 0;\n let t3 = 0;\n points.push(fromX, fromY);\n for (let i = 1, j = 0; i <= n; ++i) {\n j = i / n;\n dt = 1 - j;\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n t2 = j * j;\n t3 = t2 * j;\n points.push(dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX, dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);\n }\n }\n}\n\nexport { BezierUtils };\n//# sourceMappingURL=BezierUtils.mjs.map\n","import { curves } from '../const.mjs';\n\nclass QuadraticUtils {\n static curveLength(fromX, fromY, cpX, cpY, toX, toY) {\n const ax = fromX - 2 * cpX + toX;\n const ay = fromY - 2 * cpY + toY;\n const bx = 2 * cpX - 2 * fromX;\n const by = 2 * cpY - 2 * fromY;\n const a = 4 * (ax * ax + ay * ay);\n const b = 4 * (ax * bx + ay * by);\n const c = bx * bx + by * by;\n const s = 2 * Math.sqrt(a + b + c);\n const a2 = Math.sqrt(a);\n const a32 = 2 * a * a2;\n const c2 = 2 * Math.sqrt(c);\n const ba = b / a2;\n return (a32 * s + a2 * b * (s - c2) + (4 * c * a - b * b) * Math.log((2 * a2 + ba + s) / (ba + c2))) / (4 * a32);\n }\n static curveTo(cpX, cpY, toX, toY, points) {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n const n = curves._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY));\n let xa = 0;\n let ya = 0;\n for (let i = 1; i <= n; ++i) {\n const j = i / n;\n xa = fromX + (cpX - fromX) * j;\n ya = fromY + (cpY - fromY) * j;\n points.push(xa + (cpX + (toX - cpX) * j - xa) * j, ya + (cpY + (toY - cpY) * j - ya) * j);\n }\n }\n}\n\nexport { QuadraticUtils };\n//# sourceMappingURL=QuadraticUtils.mjs.map\n","import { SHAPES } from '@pixi/core';\n\nconst buildCircle = {\n build(graphicsData) {\n const points = graphicsData.points;\n let x;\n let y;\n let dx;\n let dy;\n let rx;\n let ry;\n if (graphicsData.type === SHAPES.CIRC) {\n const circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n rx = ry = circle.radius;\n dx = dy = 0;\n } else if (graphicsData.type === SHAPES.ELIP) {\n const ellipse = graphicsData.shape;\n x = ellipse.x;\n y = ellipse.y;\n rx = ellipse.width;\n ry = ellipse.height;\n dx = dy = 0;\n } else {\n const roundedRect = graphicsData.shape;\n const halfWidth = roundedRect.width / 2;\n const halfHeight = roundedRect.height / 2;\n x = roundedRect.x + halfWidth;\n y = roundedRect.y + halfHeight;\n rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight)));\n dx = halfWidth - rx;\n dy = halfHeight - ry;\n }\n if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) {\n points.length = 0;\n return;\n }\n const n = Math.ceil(2.3 * Math.sqrt(rx + ry));\n const m = n * 8 + (dx ? 4 : 0) + (dy ? 4 : 0);\n points.length = m;\n if (m === 0) {\n return;\n }\n if (n === 0) {\n points.length = 8;\n points[0] = points[6] = x + dx;\n points[1] = points[3] = y + dy;\n points[2] = points[4] = x - dx;\n points[5] = points[7] = y - dy;\n return;\n }\n let j1 = 0;\n let j2 = n * 4 + (dx ? 2 : 0) + 2;\n let j3 = j2;\n let j4 = m;\n {\n const x0 = dx + rx;\n const y0 = dy;\n const x1 = x + x0;\n const x2 = x - x0;\n const y1 = y + y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n if (dy) {\n const y2 = y - y0;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n }\n for (let i = 1; i < n; i++) {\n const a = Math.PI / 2 * (i / n);\n const x0 = dx + Math.cos(a) * rx;\n const y0 = dy + Math.sin(a) * ry;\n const x1 = x + x0;\n const x2 = x - x0;\n const y1 = y + y0;\n const y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n {\n const x0 = dx;\n const y0 = dy + ry;\n const x1 = x + x0;\n const x2 = x - x0;\n const y1 = y + y0;\n const y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x1;\n if (dx) {\n points[j1++] = x2;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x2;\n }\n }\n },\n triangulate(graphicsData, graphicsGeometry) {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n if (points.length === 0) {\n return;\n }\n let vertPos = verts.length / 2;\n const center = vertPos;\n let x;\n let y;\n if (graphicsData.type !== SHAPES.RREC) {\n const circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n } else {\n const roundedRect = graphicsData.shape;\n x = roundedRect.x + roundedRect.width / 2;\n y = roundedRect.y + roundedRect.height / 2;\n }\n const matrix = graphicsData.matrix;\n verts.push(graphicsData.matrix ? matrix.a * x + matrix.c * y + matrix.tx : x, graphicsData.matrix ? matrix.b * x + matrix.d * y + matrix.ty : y);\n vertPos++;\n verts.push(points[0], points[1]);\n for (let i = 2; i < points.length; i += 2) {\n verts.push(points[i], points[i + 1]);\n indices.push(vertPos++, center, vertPos);\n }\n indices.push(center + 1, center, vertPos);\n }\n};\n\nexport { buildCircle };\n//# sourceMappingURL=buildCircle.mjs.map\n","import { Point, SHAPES } from '@pixi/core';\nimport { LINE_CAP, LINE_JOIN, curves } from '../const.mjs';\n\nfunction square(x, y, nx, ny, innerWeight, outerWeight, clockwise, verts) {\n const ix = x - nx * innerWeight;\n const iy = y - ny * innerWeight;\n const ox = x + nx * outerWeight;\n const oy = y + ny * outerWeight;\n let exx;\n let eyy;\n if (clockwise) {\n exx = ny;\n eyy = -nx;\n } else {\n exx = -ny;\n eyy = nx;\n }\n const eix = ix + exx;\n const eiy = iy + eyy;\n const eox = ox + exx;\n const eoy = oy + eyy;\n verts.push(eix, eiy, eox, eoy);\n return 2;\n}\nfunction round(cx, cy, sx, sy, ex, ey, verts, clockwise) {\n const cx2p0x = sx - cx;\n const cy2p0y = sy - cy;\n let angle0 = Math.atan2(cx2p0x, cy2p0y);\n let angle1 = Math.atan2(ex - cx, ey - cy);\n if (clockwise && angle0 < angle1) {\n angle0 += Math.PI * 2;\n } else if (!clockwise && angle0 > angle1) {\n angle1 += Math.PI * 2;\n }\n let startAngle = angle0;\n const angleDiff = angle1 - angle0;\n const absAngleDiff = Math.abs(angleDiff);\n const radius = Math.sqrt(cx2p0x * cx2p0x + cy2p0y * cy2p0y);\n const segCount = (15 * absAngleDiff * Math.sqrt(radius) / Math.PI >> 0) + 1;\n const angleInc = angleDiff / segCount;\n startAngle += angleInc;\n if (clockwise) {\n verts.push(cx, cy, sx, sy);\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx, cy, cx + Math.sin(angle) * radius, cy + Math.cos(angle) * radius);\n }\n verts.push(cx, cy, ex, ey);\n } else {\n verts.push(sx, sy, cx, cy);\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx + Math.sin(angle) * radius, cy + Math.cos(angle) * radius, cx, cy);\n }\n verts.push(ex, ey, cx, cy);\n }\n return segCount * 2;\n}\nfunction buildNonNativeLine(graphicsData, graphicsGeometry) {\n const shape = graphicsData.shape;\n let points = graphicsData.points || shape.points.slice();\n const eps = graphicsGeometry.closePointEps;\n if (points.length === 0) {\n return;\n }\n const style = graphicsData.lineStyle;\n const firstPoint = new Point(points[0], points[1]);\n const lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n const closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps && Math.abs(firstPoint.y - lastPoint.y) < eps;\n if (closedShape) {\n points = points.slice();\n if (closedPath) {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n const midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n const midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n const verts = graphicsGeometry.points;\n const length = points.length / 2;\n let indexCount = points.length;\n const indexStart = verts.length / 2;\n const width = style.width / 2;\n const widthSquared = width * width;\n const miterLimitSquared = style.miterLimit * style.miterLimit;\n let x0 = points[0];\n let y0 = points[1];\n let x1 = points[2];\n let y1 = points[3];\n let x2 = 0;\n let y2 = 0;\n let perpx = -(y0 - y1);\n let perpy = x0 - x1;\n let perp1x = 0;\n let perp1y = 0;\n let dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n const ratio = style.alignment;\n const innerWeight = (1 - ratio) * 2;\n const outerWeight = ratio * 2;\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x0 - perpx * (innerWeight - outerWeight) * 0.5, y0 - perpy * (innerWeight - outerWeight) * 0.5, x0 - perpx * innerWeight, y0 - perpy * innerWeight, x0 + perpx * outerWeight, y0 + perpy * outerWeight, verts, true) + 2;\n } else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n verts.push(x0 - perpx * innerWeight, y0 - perpy * innerWeight, x0 + perpx * outerWeight, y0 + perpy * outerWeight);\n for (let i = 1; i < length - 1; ++i) {\n x0 = points[(i - 1) * 2];\n y0 = points[(i - 1) * 2 + 1];\n x1 = points[i * 2];\n y1 = points[i * 2 + 1];\n x2 = points[(i + 1) * 2];\n y2 = points[(i + 1) * 2 + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n dist = Math.sqrt(perp1x * perp1x + perp1y * perp1y);\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n const dx0 = x1 - x0;\n const dy0 = y0 - y1;\n const dx1 = x1 - x2;\n const dy1 = y2 - y1;\n const dot = dx0 * dx1 + dy0 * dy1;\n const cross = dy0 * dx1 - dy1 * dx0;\n const clockwise = cross < 0;\n if (Math.abs(cross) < 1e-3 * Math.abs(dot)) {\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 + perpx * outerWeight, y1 + perpy * outerWeight);\n if (dot >= 0) {\n if (style.join === LINE_JOIN.ROUND) {\n indexCount += round(x1, y1, x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 - perp1x * innerWeight, y1 - perp1y * innerWeight, verts, false) + 4;\n } else {\n indexCount += 2;\n }\n verts.push(x1 - perp1x * outerWeight, y1 - perp1y * outerWeight, x1 + perp1x * innerWeight, y1 + perp1y * innerWeight);\n }\n continue;\n }\n const c1 = (-perpx + x0) * (-perpy + y1) - (-perpx + x1) * (-perpy + y0);\n const c2 = (-perp1x + x2) * (-perp1y + y1) - (-perp1x + x1) * (-perp1y + y2);\n const px = (dx0 * c2 - dx1 * c1) / cross;\n const py = (dy1 * c1 - dy0 * c2) / cross;\n const pdist = (px - x1) * (px - x1) + (py - y1) * (py - y1);\n const imx = x1 + (px - x1) * innerWeight;\n const imy = y1 + (py - y1) * innerWeight;\n const omx = x1 - (px - x1) * outerWeight;\n const omy = y1 - (py - y1) * outerWeight;\n const smallerInsideSegmentSq = Math.min(dx0 * dx0 + dy0 * dy0, dx1 * dx1 + dy1 * dy1);\n const insideWeight = clockwise ? innerWeight : outerWeight;\n const smallerInsideDiagonalSq = smallerInsideSegmentSq + insideWeight * insideWeight * widthSquared;\n const insideMiterOk = pdist <= smallerInsideDiagonalSq;\n let join = style.join;\n if (join === LINE_JOIN.MITER && pdist / widthSquared > miterLimitSquared) {\n join = LINE_JOIN.BEVEL;\n }\n if (insideMiterOk) {\n switch (join) {\n case LINE_JOIN.MITER: {\n verts.push(imx, imy, omx, omy);\n break;\n }\n case LINE_JOIN.BEVEL: {\n if (clockwise) {\n verts.push(imx, imy, x1 + perpx * outerWeight, y1 + perpy * outerWeight, imx, imy, x1 + perp1x * outerWeight, y1 + perp1y * outerWeight);\n } else {\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight, omx, omy, x1 - perp1x * innerWeight, y1 - perp1y * innerWeight, omx, omy);\n }\n indexCount += 2;\n break;\n }\n case LINE_JOIN.ROUND: {\n if (clockwise) {\n verts.push(imx, imy, x1 + perpx * outerWeight, y1 + perpy * outerWeight);\n indexCount += round(x1, y1, x1 + perpx * outerWeight, y1 + perpy * outerWeight, x1 + perp1x * outerWeight, y1 + perp1y * outerWeight, verts, true) + 4;\n verts.push(imx, imy, x1 + perp1x * outerWeight, y1 + perp1y * outerWeight);\n } else {\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight, omx, omy);\n indexCount += round(x1, y1, x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 - perp1x * innerWeight, y1 - perp1y * innerWeight, verts, false) + 4;\n verts.push(x1 - perp1x * innerWeight, y1 - perp1y * innerWeight, omx, omy);\n }\n break;\n }\n }\n } else {\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 + perpx * outerWeight, y1 + perpy * outerWeight);\n switch (join) {\n case LINE_JOIN.MITER: {\n if (clockwise) {\n verts.push(omx, omy, omx, omy);\n } else {\n verts.push(imx, imy, imx, imy);\n }\n indexCount += 2;\n break;\n }\n case LINE_JOIN.ROUND: {\n if (clockwise) {\n indexCount += round(x1, y1, x1 + perpx * outerWeight, y1 + perpy * outerWeight, x1 + perp1x * outerWeight, y1 + perp1y * outerWeight, verts, true) + 2;\n } else {\n indexCount += round(x1, y1, x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 - perp1x * innerWeight, y1 - perp1y * innerWeight, verts, false) + 2;\n }\n break;\n }\n }\n verts.push(x1 - perp1x * innerWeight, y1 - perp1y * innerWeight, x1 + perp1x * outerWeight, y1 + perp1y * outerWeight);\n indexCount += 2;\n }\n }\n x0 = points[(length - 2) * 2];\n y0 = points[(length - 2) * 2 + 1];\n x1 = points[(length - 1) * 2];\n y1 = points[(length - 1) * 2 + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 + perpx * outerWeight, y1 + perpy * outerWeight);\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x1 - perpx * (innerWeight - outerWeight) * 0.5, y1 - perpy * (innerWeight - outerWeight) * 0.5, x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 + perpx * outerWeight, y1 + perpy * outerWeight, verts, false) + 2;\n } else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n const indices = graphicsGeometry.indices;\n const eps2 = curves.epsilon * curves.epsilon;\n for (let i = indexStart; i < indexCount + indexStart - 2; ++i) {\n x0 = verts[i * 2];\n y0 = verts[i * 2 + 1];\n x1 = verts[(i + 1) * 2];\n y1 = verts[(i + 1) * 2 + 1];\n x2 = verts[(i + 2) * 2];\n y2 = verts[(i + 2) * 2 + 1];\n if (Math.abs(x0 * (y1 - y2) + x1 * (y2 - y0) + x2 * (y0 - y1)) < eps2) {\n continue;\n }\n indices.push(i, i + 1, i + 2);\n }\n}\nfunction buildNativeLine(graphicsData, graphicsGeometry) {\n let i = 0;\n const shape = graphicsData.shape;\n const points = graphicsData.points || shape.points;\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n if (points.length === 0)\n return;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n const length = points.length / 2;\n const startIndex = verts.length / 2;\n let currentIndex = startIndex;\n verts.push(points[0], points[1]);\n for (i = 1; i < length; i++) {\n verts.push(points[i * 2], points[i * 2 + 1]);\n indices.push(currentIndex, currentIndex + 1);\n currentIndex++;\n }\n if (closedShape) {\n indices.push(currentIndex, startIndex);\n }\n}\nfunction buildLine(graphicsData, graphicsGeometry) {\n if (graphicsData.lineStyle.native) {\n buildNativeLine(graphicsData, graphicsGeometry);\n } else {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n\nexport { buildLine };\n//# sourceMappingURL=buildLine.mjs.map\n","import { utils } from '@pixi/core';\n\nfunction fixOrientation(points, hole = false) {\n const m = points.length;\n if (m < 6) {\n return;\n }\n let area = 0;\n for (let i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) {\n const x2 = points[i];\n const y2 = points[i + 1];\n area += (x2 - x1) * (y2 + y1);\n x1 = x2;\n y1 = y2;\n }\n if (!hole && area > 0 || hole && area <= 0) {\n const n = m / 2;\n for (let i = n + n % 2; i < m; i += 2) {\n const i1 = m - i - 2;\n const i2 = m - i - 1;\n const i3 = i;\n const i4 = i + 1;\n [points[i1], points[i3]] = [points[i3], points[i1]];\n [points[i2], points[i4]] = [points[i4], points[i2]];\n }\n }\n}\nconst buildPoly = {\n build(graphicsData) {\n graphicsData.points = graphicsData.shape.points.slice();\n },\n triangulate(graphicsData, graphicsGeometry) {\n let points = graphicsData.points;\n const holes = graphicsData.holes;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n if (points.length >= 6) {\n fixOrientation(points, false);\n const holeArray = [];\n for (let i = 0; i < holes.length; i++) {\n const hole = holes[i];\n fixOrientation(hole.points, true);\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n const triangles = utils.earcut(points, holeArray, 2);\n if (!triangles) {\n return;\n }\n const vertPos = verts.length / 2;\n for (let i = 0; i < triangles.length; i += 3) {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n for (let i = 0; i < points.length; i++) {\n verts.push(points[i]);\n }\n }\n }\n};\n\nexport { buildPoly };\n//# sourceMappingURL=buildPoly.mjs.map\n","const buildRectangle = {\n build(graphicsData) {\n const rectData = graphicsData.shape;\n const x = rectData.x;\n const y = rectData.y;\n const width = rectData.width;\n const height = rectData.height;\n const points = graphicsData.points;\n points.length = 0;\n if (!(width >= 0 && height >= 0)) {\n return;\n }\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n },\n triangulate(graphicsData, graphicsGeometry) {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n if (points.length === 0) {\n return;\n }\n const vertPos = verts.length / 2;\n verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]);\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3);\n }\n};\n\nexport { buildRectangle };\n//# sourceMappingURL=buildRectangle.mjs.map\n","import { buildCircle } from './buildCircle.mjs';\n\nconst buildRoundedRectangle = {\n build(graphicsData) {\n buildCircle.build(graphicsData);\n },\n triangulate(graphicsData, graphicsGeometry) {\n buildCircle.triangulate(graphicsData, graphicsGeometry);\n }\n};\n\nexport { buildRoundedRectangle };\n//# sourceMappingURL=buildRoundedRectangle.mjs.map\n","import { SHAPES } from '@pixi/core';\nimport { buildCircle } from './buildCircle.mjs';\nexport { buildCircle } from './buildCircle.mjs';\nimport { buildPoly } from './buildPoly.mjs';\nexport { buildPoly } from './buildPoly.mjs';\nimport { buildRectangle } from './buildRectangle.mjs';\nexport { buildRectangle } from './buildRectangle.mjs';\nimport { buildRoundedRectangle } from './buildRoundedRectangle.mjs';\nexport { buildRoundedRectangle } from './buildRoundedRectangle.mjs';\nexport { ArcUtils } from './ArcUtils.mjs';\nexport { BatchPart } from './BatchPart.mjs';\nexport { BezierUtils } from './BezierUtils.mjs';\nexport { buildLine } from './buildLine.mjs';\nexport { QuadraticUtils } from './QuadraticUtils.mjs';\n\nconst FILL_COMMANDS = {\n [SHAPES.POLY]: buildPoly,\n [SHAPES.CIRC]: buildCircle,\n [SHAPES.ELIP]: buildCircle,\n [SHAPES.RECT]: buildRectangle,\n [SHAPES.RREC]: buildRoundedRectangle\n};\nconst BATCH_POOL = [];\nconst DRAW_CALL_POOL = [];\n\nexport { BATCH_POOL, DRAW_CALL_POOL, FILL_COMMANDS };\n//# sourceMappingURL=index.mjs.map\n","\n//# sourceMappingURL=IPoint.mjs.map\n","\n//# sourceMappingURL=IPointData.mjs.map\n","import { PI_2 } from './const.mjs';\nimport { Point } from './Point.mjs';\n\nclass Matrix {\n constructor(a = 1, b = 0, c = 0, d = 1, tx = 0, ty = 0) {\n this.array = null;\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 fromArray(array) {\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 set(a, b, c, d, tx, ty) {\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 return this;\n }\n toArray(transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n const array = out || this.array;\n if (transpose) {\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 } else {\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 return array;\n }\n apply(pos, newPos) {\n newPos = newPos || new Point();\n const x = pos.x;\n const y = pos.y;\n newPos.x = this.a * x + this.c * y + this.tx;\n newPos.y = this.b * x + this.d * y + this.ty;\n return newPos;\n }\n applyInverse(pos, newPos) {\n newPos = newPos || new Point();\n const id = 1 / (this.a * this.d + this.c * -this.b);\n const x = pos.x;\n const y = pos.y;\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 return newPos;\n }\n translate(x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n }\n scale(x, y) {\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 return this;\n }\n rotate(angle) {\n const cos = Math.cos(angle);\n const sin = Math.sin(angle);\n const a1 = this.a;\n const c1 = this.c;\n const tx1 = this.tx;\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 return this;\n }\n append(matrix) {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\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 this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;\n this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;\n return this;\n }\n setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\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 this.tx = x - (pivotX * this.a + pivotY * this.c);\n this.ty = y - (pivotX * this.b + pivotY * this.d);\n return this;\n }\n prepend(matrix) {\n const tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n const a1 = this.a;\n const c1 = this.c;\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 this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;\n this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;\n return this;\n }\n decompose(transform) {\n const a = this.a;\n const b = this.b;\n const c = this.c;\n const d = this.d;\n const pivot = transform.pivot;\n const skewX = -Math.atan2(-c, d);\n const skewY = Math.atan2(b, a);\n const delta = Math.abs(skewX + skewY);\n if (delta < 1e-5 || Math.abs(PI_2 - delta) < 1e-5) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n } else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n transform.scale.x = Math.sqrt(a * a + b * b);\n transform.scale.y = Math.sqrt(c * c + d * d);\n transform.position.x = this.tx + (pivot.x * a + pivot.y * c);\n transform.position.y = this.ty + (pivot.x * b + pivot.y * d);\n return transform;\n }\n invert() {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n const tx1 = this.tx;\n const n = a1 * d1 - b1 * c1;\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 return this;\n }\n identity() {\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 return this;\n }\n clone() {\n const matrix = new Matrix();\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 return matrix;\n }\n copyTo(matrix) {\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 return matrix;\n }\n copyFrom(matrix) {\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 return this;\n }\n toString() {\n return `[@pixi/math:Matrix a=${this.a} b=${this.b} c=${this.c} d=${this.d} tx=${this.tx} ty=${this.ty}]`;\n }\n static get IDENTITY() {\n return new Matrix();\n }\n static get TEMP_MATRIX() {\n return new Matrix();\n }\n}\n\nexport { Matrix };\n//# sourceMappingURL=Matrix.mjs.map\n","class ObservablePoint {\n constructor(cb, scope, x = 0, y = 0) {\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n clone(cb = this.cb, scope = this.scope) {\n return new ObservablePoint(cb, scope, this._x, this._y);\n }\n set(x = 0, y = x) {\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n }\n copyFrom(p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n }\n copyTo(p) {\n p.set(this._x, this._y);\n return p;\n }\n equals(p) {\n return p.x === this._x && p.y === this._y;\n }\n toString() {\n return `[@pixi/math:ObservablePoint x=${0} y=${0} scope=${this.scope}]`;\n }\n get x() {\n return this._x;\n }\n set x(value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n }\n get y() {\n return this._y;\n }\n set y(value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n }\n}\n\nexport { ObservablePoint };\n//# sourceMappingURL=ObservablePoint.mjs.map\n","class Point {\n constructor(x = 0, y = 0) {\n this.x = 0;\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n clone() {\n return new Point(this.x, this.y);\n }\n copyFrom(p) {\n this.set(p.x, p.y);\n return this;\n }\n copyTo(p) {\n p.set(this.x, this.y);\n return p;\n }\n equals(p) {\n return p.x === this.x && p.y === this.y;\n }\n set(x = 0, y = x) {\n this.x = x;\n this.y = y;\n return this;\n }\n toString() {\n return `[@pixi/math:Point x=${this.x} y=${this.y}]`;\n }\n}\n\nexport { Point };\n//# sourceMappingURL=Point.mjs.map\n","import { Matrix } from './Matrix.mjs';\nimport { ObservablePoint } from './ObservablePoint.mjs';\n\nconst _Transform = class {\n constructor() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n onChange() {\n this._localID++;\n }\n updateSkew() {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x);\n this._sy = Math.cos(this._rotation - this.skew.x);\n this._localID++;\n }\n toString() {\n return `[@pixi/math:Transform position=(${this.position.x}, ${this.position.y}) rotation=${this.rotation} scale=(${this.scale.x}, ${this.scale.y}) skew=(${this.skew.x}, ${this.skew.y}) ]`;\n }\n updateLocalTransform() {\n const lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\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 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 this._parentID = -1;\n }\n }\n updateTransform(parentTransform) {\n const lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\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 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 this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n const pt = parentTransform.worldTransform;\n const wt = this.worldTransform;\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 this._parentID = parentTransform._worldID;\n this._worldID++;\n }\n }\n setFromMatrix(matrix) {\n matrix.decompose(this);\n this._localID++;\n }\n get rotation() {\n return this._rotation;\n }\n set rotation(value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n }\n};\nlet Transform = _Transform;\nTransform.IDENTITY = new _Transform();\n\nexport { Transform };\n//# sourceMappingURL=Transform.mjs.map\n","const PI_2 = Math.PI * 2;\nconst RAD_TO_DEG = 180 / Math.PI;\nconst DEG_TO_RAD = Math.PI / 180;\nvar SHAPES = /* @__PURE__ */ ((SHAPES2) => {\n SHAPES2[SHAPES2[\"POLY\"] = 0] = \"POLY\";\n SHAPES2[SHAPES2[\"RECT\"] = 1] = \"RECT\";\n SHAPES2[SHAPES2[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES2[SHAPES2[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES2[SHAPES2[\"RREC\"] = 4] = \"RREC\";\n return SHAPES2;\n})(SHAPES || {});\n\nexport { DEG_TO_RAD, PI_2, RAD_TO_DEG, SHAPES };\n//# sourceMappingURL=const.mjs.map\n","import { Matrix } from './Matrix.mjs';\n\nconst ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nconst uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\nconst rotationCayley = [];\nconst rotationMatrices = [];\nconst signum = Math.sign;\nfunction init() {\n for (let i = 0; i < 16; i++) {\n const row = [];\n rotationCayley.push(row);\n for (let j = 0; j < 16; j++) {\n const _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]);\n const _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]);\n const _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]);\n const _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]);\n for (let k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (let i = 0; i < 16; i++) {\n const mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\nconst 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 MAIN_DIAGONAL: 10,\n MIRROR_HORIZONTAL: 12,\n REVERSE_DIAGONAL: 14,\n uX: (ind) => ux[ind],\n uY: (ind) => uy[ind],\n vX: (ind) => vx[ind],\n vY: (ind) => vy[ind],\n inv: (rotation) => {\n if (rotation & 8) {\n return rotation & 15;\n }\n return -rotation & 7;\n },\n add: (rotationSecond, rotationFirst) => rotationCayley[rotationSecond][rotationFirst],\n sub: (rotationSecond, rotationFirst) => rotationCayley[rotationSecond][groupD8.inv(rotationFirst)],\n rotate180: (rotation) => rotation ^ 4,\n isVertical: (rotation) => (rotation & 3) === 2,\n byDirection: (dx, dy) => {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n } else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n } else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n } else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n matrixAppendRotationInv: (matrix, rotation, tx = 0, ty = 0) => {\n const mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n }\n};\n\nexport { groupD8 };\n//# sourceMappingURL=groupD8.mjs.map\n","export { Circle } from './shapes/Circle.mjs';\nexport { Ellipse } from './shapes/Ellipse.mjs';\nexport { Polygon } from './shapes/Polygon.mjs';\nexport { Rectangle } from './shapes/Rectangle.mjs';\nexport { RoundedRectangle } from './shapes/RoundedRectangle.mjs';\nexport { groupD8 } from './groupD8.mjs';\nimport './IPoint.mjs';\nimport './IPointData.mjs';\nexport { Matrix } from './Matrix.mjs';\nexport { ObservablePoint } from './ObservablePoint.mjs';\nexport { Point } from './Point.mjs';\nexport { Transform } from './Transform.mjs';\nexport { DEG_TO_RAD, PI_2, RAD_TO_DEG, SHAPES } from './const.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { SHAPES } from '../const.mjs';\nimport { Rectangle } from './Rectangle.mjs';\n\nclass Circle {\n constructor(x = 0, y = 0, radius = 0) {\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n clone() {\n return new Circle(this.x, this.y, this.radius);\n }\n contains(x, y) {\n if (this.radius <= 0) {\n return false;\n }\n const r2 = this.radius * this.radius;\n let dx = this.x - x;\n let dy = this.y - y;\n dx *= dx;\n dy *= dy;\n return dx + dy <= r2;\n }\n getBounds() {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n }\n toString() {\n return `[@pixi/math:Circle x=${this.x} y=${this.y} radius=${this.radius}]`;\n }\n}\n\nexport { Circle };\n//# sourceMappingURL=Circle.mjs.map\n","import { SHAPES } from '../const.mjs';\nimport { Rectangle } from './Rectangle.mjs';\n\nclass Ellipse {\n constructor(x = 0, y = 0, halfWidth = 0, halfHeight = 0) {\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n clone() {\n return new Ellipse(this.x, this.y, this.width, this.height);\n }\n contains(x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n let normx = (x - this.x) / this.width;\n let normy = (y - this.y) / this.height;\n normx *= normx;\n normy *= normy;\n return normx + normy <= 1;\n }\n getBounds() {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n }\n toString() {\n return `[@pixi/math:Ellipse x=${this.x} y=${this.y} width=${this.width} height=${this.height}]`;\n }\n}\n\nexport { Ellipse };\n//# sourceMappingURL=Ellipse.mjs.map\n","import { SHAPES } from '../const.mjs';\n\nclass Polygon {\n constructor(...points) {\n let flat = Array.isArray(points[0]) ? points[0] : points;\n if (typeof flat[0] !== \"number\") {\n const p = [];\n for (let i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n clone() {\n const points = this.points.slice();\n const polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n }\n contains(x, y) {\n let inside = false;\n const length = this.points.length / 2;\n for (let i = 0, j = length - 1; i < length; j = i++) {\n const xi = this.points[i * 2];\n const yi = this.points[i * 2 + 1];\n const xj = this.points[j * 2];\n const yj = this.points[j * 2 + 1];\n const intersect = yi > y !== yj > y && x < (xj - xi) * ((y - yi) / (yj - yi)) + xi;\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n }\n toString() {\n return `[@pixi/math:PolygoncloseStroke=${this.closeStroke}points=${this.points.reduce((pointsDesc, currentPoint) => `${pointsDesc}, ${currentPoint}`, \"\")}]`;\n }\n}\n\nexport { Polygon };\n//# sourceMappingURL=Polygon.mjs.map\n","import { SHAPES } from '../const.mjs';\nimport { Point } from '../Point.mjs';\n\nconst tempPoints = [new Point(), new Point(), new Point(), new Point()];\nclass Rectangle {\n constructor(x = 0, y = 0, width = 0, height = 0) {\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n get left() {\n return this.x;\n }\n get right() {\n return this.x + this.width;\n }\n get top() {\n return this.y;\n }\n get bottom() {\n return this.y + this.height;\n }\n static get EMPTY() {\n return new Rectangle(0, 0, 0, 0);\n }\n clone() {\n return new Rectangle(this.x, this.y, this.width, this.height);\n }\n copyFrom(rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n }\n copyTo(rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n }\n contains(x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n }\n intersects(other, transform) {\n if (!transform) {\n const x02 = this.x < other.x ? other.x : this.x;\n const x12 = this.right > other.right ? other.right : this.right;\n if (x12 <= x02) {\n return false;\n }\n const y02 = this.y < other.y ? other.y : this.y;\n const y12 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y12 > y02;\n }\n const x0 = this.left;\n const x1 = this.right;\n const y0 = this.top;\n const y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n const lt = tempPoints[0].set(other.left, other.top);\n const lb = tempPoints[1].set(other.left, other.bottom);\n const rt = tempPoints[2].set(other.right, other.top);\n const rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n const s = Math.sign(transform.a * transform.d - transform.b * transform.c);\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n const nx = s * (lb.y - lt.y);\n const ny = s * (lt.x - lb.x);\n const n00 = nx * x0 + ny * y0;\n const n10 = nx * x1 + ny * y0;\n const n01 = nx * x0 + ny * y1;\n const n11 = nx * x1 + ny * y1;\n if (Math.max(n00, n10, n01, n11) <= nx * lt.x + ny * lt.y || Math.min(n00, n10, n01, n11) >= nx * rb.x + ny * rb.y) {\n return false;\n }\n const mx = s * (lt.y - rt.y);\n const my = s * (rt.x - lt.x);\n const m00 = mx * x0 + my * y0;\n const m10 = mx * x1 + my * y0;\n const m01 = mx * x0 + my * y1;\n const m11 = mx * x1 + my * y1;\n if (Math.max(m00, m10, m01, m11) <= mx * lt.x + my * lt.y || Math.min(m00, m10, m01, m11) >= mx * rb.x + my * rb.y) {\n return false;\n }\n return true;\n }\n pad(paddingX = 0, paddingY = paddingX) {\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n }\n fit(rectangle) {\n const x1 = Math.max(this.x, rectangle.x);\n const x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.max(this.y, rectangle.y);\n const y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\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 return this;\n }\n ceil(resolution = 1, eps = 1e-3) {\n const x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n const y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n }\n enlarge(rectangle) {\n const x1 = Math.min(this.x, rectangle.x);\n const x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.min(this.y, rectangle.y);\n const y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n }\n toString() {\n return `[@pixi/math:Rectangle x=${this.x} y=${this.y} width=${this.width} height=${this.height}]`;\n }\n}\n\nexport { Rectangle };\n//# sourceMappingURL=Rectangle.mjs.map\n","import { SHAPES } from '../const.mjs';\n\nclass RoundedRectangle {\n constructor(x = 0, y = 0, width = 0, height = 0, radius = 20) {\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n clone() {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n }\n contains(x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n const radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if (y >= this.y + radius && y <= this.y + this.height - radius || x >= this.x + radius && x <= this.x + this.width - radius) {\n return true;\n }\n let dx = x - (this.x + radius);\n let dy = y - (this.y + radius);\n const radius2 = radius * radius;\n if (dx * dx + dy * dy <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if (dx * dx + dy * dy <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if (dx * dx + dy * dy <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if (dx * dx + dy * dy <= radius2) {\n return true;\n }\n }\n }\n return false;\n }\n toString() {\n return `[@pixi/math:RoundedRectangle x=${this.x} y=${this.y}width=${this.width} height=${this.height} radius=${this.radius}]`;\n }\n}\n\nexport { RoundedRectangle };\n//# sourceMappingURL=RoundedRectangle.mjs.map\n","import { Texture } from '@pixi/core';\nimport { SimplePlane } from './SimplePlane.mjs';\n\nconst DEFAULT_BORDER_SIZE = 10;\nclass NineSlicePlane extends SimplePlane {\n constructor(texture, leftWidth, topHeight, rightWidth, bottomHeight) {\n super(Texture.WHITE, 4, 4);\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n this._width = this._origWidth;\n this._height = this._origHeight;\n this._leftWidth = leftWidth ?? texture.defaultBorders?.left ?? DEFAULT_BORDER_SIZE;\n this._rightWidth = rightWidth ?? texture.defaultBorders?.right ?? DEFAULT_BORDER_SIZE;\n this._topHeight = topHeight ?? texture.defaultBorders?.top ?? DEFAULT_BORDER_SIZE;\n this._bottomHeight = bottomHeight ?? texture.defaultBorders?.bottom ?? DEFAULT_BORDER_SIZE;\n this.texture = texture;\n }\n textureUpdated() {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n }\n get vertices() {\n return this.geometry.getBuffer(\"aVertexPosition\").data;\n }\n set vertices(value) {\n this.geometry.getBuffer(\"aVertexPosition\").data = value;\n }\n updateHorizontalVertices() {\n const vertices = this.vertices;\n const scale = this._getMinScale();\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 updateVerticalVertices() {\n const vertices = this.vertices;\n const scale = this._getMinScale();\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 _getMinScale() {\n const w = this._leftWidth + this._rightWidth;\n const scaleW = this._width > w ? 1 : this._width / w;\n const h = this._topHeight + this._bottomHeight;\n const scaleH = this._height > h ? 1 : this._height / h;\n const scale = Math.min(scaleW, scaleH);\n return scale;\n }\n get width() {\n return this._width;\n }\n set width(value) {\n this._width = value;\n this._refresh();\n }\n get height() {\n return this._height;\n }\n set height(value) {\n this._height = value;\n this._refresh();\n }\n get leftWidth() {\n return this._leftWidth;\n }\n set leftWidth(value) {\n this._leftWidth = value;\n this._refresh();\n }\n get rightWidth() {\n return this._rightWidth;\n }\n set rightWidth(value) {\n this._rightWidth = value;\n this._refresh();\n }\n get topHeight() {\n return this._topHeight;\n }\n set topHeight(value) {\n this._topHeight = value;\n this._refresh();\n }\n get bottomHeight() {\n return this._bottomHeight;\n }\n set bottomHeight(value) {\n this._bottomHeight = value;\n this._refresh();\n }\n _refresh() {\n const texture = this.texture;\n const uvs = this.geometry.buffers[1].data;\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n const _uvw = 1 / this._origWidth;\n const _uvh = 1 / this._origHeight;\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 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 this.updateHorizontalVertices();\n this.updateVerticalVertices();\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n }\n}\n\nexport { NineSlicePlane };\n//# sourceMappingURL=NineSlicePlane.mjs.map\n","import { Texture } from '@pixi/core';\nimport { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\n\nclass SimpleMesh extends Mesh {\n constructor(texture = Texture.EMPTY, vertices, uvs, indices, drawMode) {\n const geometry = new MeshGeometry(vertices, uvs, indices);\n geometry.getBuffer(\"aVertexPosition\").static = false;\n const meshMaterial = new MeshMaterial(texture);\n super(geometry, meshMaterial, null, drawMode);\n this.autoUpdate = true;\n }\n get vertices() {\n return this.geometry.getBuffer(\"aVertexPosition\").data;\n }\n set vertices(value) {\n this.geometry.getBuffer(\"aVertexPosition\").data = value;\n }\n _render(renderer) {\n if (this.autoUpdate) {\n this.geometry.getBuffer(\"aVertexPosition\").update();\n }\n super._render(renderer);\n }\n}\n\nexport { SimpleMesh };\n//# sourceMappingURL=SimpleMesh.mjs.map\n","import { Texture } from '@pixi/core';\nimport { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { PlaneGeometry } from './geometry/PlaneGeometry.mjs';\n\nclass SimplePlane extends Mesh {\n constructor(texture, verticesX, verticesY) {\n const planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n const meshMaterial = new MeshMaterial(Texture.WHITE);\n super(planeGeometry, meshMaterial);\n this.texture = texture;\n this.autoResize = true;\n }\n textureUpdated() {\n this._textureID = this.shader.texture._updateID;\n const geometry = this.geometry;\n const { width, height } = this.shader.texture;\n if (this.autoResize && (geometry.width !== width || geometry.height !== height)) {\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n geometry.build();\n }\n }\n set texture(value) {\n if (this.shader.texture === value) {\n return;\n }\n this.shader.texture = value;\n this._textureID = -1;\n if (value.baseTexture.valid) {\n this.textureUpdated();\n } else {\n value.once(\"update\", this.textureUpdated, this);\n }\n }\n get texture() {\n return this.shader.texture;\n }\n _render(renderer) {\n if (this._textureID !== this.shader.texture._updateID) {\n this.textureUpdated();\n }\n super._render(renderer);\n }\n destroy(options) {\n this.shader.texture.off(\"update\", this.textureUpdated, this);\n super.destroy(options);\n }\n}\n\nexport { SimplePlane };\n//# sourceMappingURL=SimplePlane.mjs.map\n","import { WRAP_MODES } from '@pixi/core';\nimport { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { RopeGeometry } from './geometry/RopeGeometry.mjs';\n\nclass SimpleRope extends Mesh {\n constructor(texture, points, textureScale = 0) {\n const ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n const meshMaterial = new MeshMaterial(texture);\n if (textureScale > 0) {\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n super(ropeGeometry, meshMaterial);\n this.autoUpdate = true;\n }\n _render(renderer) {\n const geometry = this.geometry;\n if (this.autoUpdate || geometry._width !== this.shader.texture.height) {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n super._render(renderer);\n }\n}\n\nexport { SimpleRope };\n//# sourceMappingURL=SimpleRope.mjs.map\n","import { MeshGeometry } from '@pixi/mesh';\n\nclass PlaneGeometry extends MeshGeometry {\n constructor(width = 100, height = 100, segWidth = 10, segHeight = 10) {\n super();\n this.segWidth = segWidth;\n this.segHeight = segHeight;\n this.width = width;\n this.height = height;\n this.build();\n }\n build() {\n const total = this.segWidth * this.segHeight;\n const verts = [];\n const uvs = [];\n const indices = [];\n const segmentsX = this.segWidth - 1;\n const segmentsY = this.segHeight - 1;\n const sizeX = this.width / segmentsX;\n const sizeY = this.height / segmentsY;\n for (let i = 0; i < total; i++) {\n const x = i % this.segWidth;\n const y = i / this.segWidth | 0;\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n const totalSub = segmentsX * segmentsY;\n for (let i = 0; i < totalSub; i++) {\n const xpos = i % segmentsX;\n const ypos = i / segmentsX | 0;\n const value = ypos * this.segWidth + xpos;\n const value2 = ypos * this.segWidth + xpos + 1;\n const value3 = (ypos + 1) * this.segWidth + xpos;\n const value4 = (ypos + 1) * this.segWidth + xpos + 1;\n indices.push(value, value2, value3, value2, value4, value3);\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 this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n }\n}\n\nexport { PlaneGeometry };\n//# sourceMappingURL=PlaneGeometry.mjs.map\n","import { MeshGeometry } from '@pixi/mesh';\n\nclass RopeGeometry extends MeshGeometry {\n constructor(width = 200, points, textureScale = 0) {\n super(new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6));\n this.points = points;\n this._width = width;\n this.textureScale = textureScale;\n this.build();\n }\n get width() {\n return this._width;\n }\n build() {\n const points = this.points;\n if (!points)\n return;\n const vertexBuffer = this.getBuffer(\"aVertexPosition\");\n const uvBuffer = this.getBuffer(\"aTextureCoord\");\n const indexBuffer = this.getIndex();\n if (points.length < 1) {\n return;\n }\n if (vertexBuffer.data.length / 4 !== points.length) {\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 const uvs = uvBuffer.data;\n const indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n let amount = 0;\n let prev = points[0];\n const textureWidth = this._width * this.textureScale;\n const total = points.length;\n for (let i = 0; i < total; i++) {\n const index = i * 4;\n if (this.textureScale > 0) {\n const dx = prev.x - points[i].x;\n const dy = prev.y - points[i].y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n prev = points[i];\n amount += distance / textureWidth;\n } else {\n amount = i / (total - 1);\n }\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n let indexCount = 0;\n for (let i = 0; i < total - 1; i++) {\n const index = i * 2;\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n }\n updateVertices() {\n const points = this.points;\n if (points.length < 1) {\n return;\n }\n let lastPoint = points[0];\n let nextPoint;\n let perpX = 0;\n let perpY = 0;\n const vertices = this.buffers[0].data;\n const total = points.length;\n const halfWidth = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n for (let i = 0; i < total; i++) {\n const point = points[i];\n const index = i * 4;\n if (i < points.length - 1) {\n nextPoint = points[i + 1];\n } else {\n nextPoint = point;\n }\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n let ratio = (1 - i / (total - 1)) * 10;\n if (ratio > 1) {\n ratio = 1;\n }\n const perpLength = Math.sqrt(perpX * perpX + perpY * perpY);\n if (perpLength < 1e-6) {\n perpX = 0;\n perpY = 0;\n } else {\n perpX /= perpLength;\n perpY /= perpLength;\n perpX *= halfWidth;\n perpY *= halfWidth;\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 lastPoint = point;\n }\n this.buffers[0].update();\n }\n update() {\n if (this.textureScale > 0) {\n this.build();\n } else {\n this.updateVertices();\n }\n }\n}\n\nexport { RopeGeometry };\n//# sourceMappingURL=RopeGeometry.mjs.map\n","export { PlaneGeometry } from './geometry/PlaneGeometry.mjs';\nexport { RopeGeometry } from './geometry/RopeGeometry.mjs';\nexport { NineSlicePlane } from './NineSlicePlane.mjs';\nexport { SimpleMesh } from './SimpleMesh.mjs';\nexport { SimplePlane } from './SimplePlane.mjs';\nexport { SimpleRope } from './SimpleRope.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { Point, Polygon, State, settings, DRAW_MODES } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { MeshBatchUvs } from './MeshBatchUvs.mjs';\n\nconst tempPoint = new Point();\nconst tempPolygon = new Polygon();\nconst _Mesh = class extends Container {\n constructor(geometry, shader, state, drawMode = DRAW_MODES.TRIANGLES) {\n super();\n this.geometry = geometry;\n this.shader = shader;\n this.state = state || State.for2d();\n this.drawMode = drawMode;\n this.start = 0;\n this.size = 0;\n this.uvs = null;\n this.indices = null;\n this.vertexData = new Float32Array(1);\n this.vertexDirty = -1;\n this._transformID = -1;\n this._roundPixels = settings.ROUND_PIXELS;\n this.batchUvs = null;\n }\n get geometry() {\n return this._geometry;\n }\n set geometry(value) {\n if (this._geometry === value) {\n return;\n }\n if (this._geometry) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n }\n this._geometry = value;\n if (this._geometry) {\n this._geometry.refCount++;\n }\n this.vertexDirty = -1;\n }\n get uvBuffer() {\n return this.geometry.buffers[1];\n }\n get verticesBuffer() {\n return this.geometry.buffers[0];\n }\n set material(value) {\n this.shader = value;\n }\n get material() {\n return this.shader;\n }\n set blendMode(value) {\n this.state.blendMode = value;\n }\n get blendMode() {\n return this.state.blendMode;\n }\n set roundPixels(value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n get roundPixels() {\n return this._roundPixels;\n }\n get tint() {\n return \"tint\" in this.shader ? this.shader.tint : null;\n }\n set tint(value) {\n this.shader.tint = value;\n }\n get tintValue() {\n return this.shader.tintValue;\n }\n get texture() {\n return \"texture\" in this.shader ? this.shader.texture : null;\n }\n set texture(value) {\n this.shader.texture = value;\n }\n _render(renderer) {\n const vertices = this.geometry.buffers[0].data;\n const shader = this.shader;\n if (shader.batchable && this.drawMode === DRAW_MODES.TRIANGLES && vertices.length < _Mesh.BATCHABLE_SIZE * 2) {\n this._renderToBatch(renderer);\n } else {\n this._renderDefault(renderer);\n }\n }\n _renderDefault(renderer) {\n const shader = this.shader;\n shader.alpha = this.worldAlpha;\n if (shader.update) {\n shader.update();\n }\n renderer.batch.flush();\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n renderer.shader.bind(shader);\n renderer.state.set(this.state);\n renderer.geometry.bind(this.geometry, shader);\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n }\n _renderToBatch(renderer) {\n const geometry = this.geometry;\n const shader = this.shader;\n if (shader.uvMatrix) {\n shader.uvMatrix.update();\n this.calculateUvs();\n }\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data;\n this._tintRGB = shader._tintRGB;\n this._texture = shader.texture;\n const pluginName = this.material.pluginName;\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n }\n calculateVertices() {\n const geometry = this.geometry;\n const verticesBuffer = geometry.buffers[0];\n const vertices = verticesBuffer.data;\n const vertexDirtyId = verticesBuffer._updateID;\n if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const vertexData = this.vertexData;\n for (let i = 0; i < vertexData.length / 2; i++) {\n const x = vertices[i * 2];\n const y = vertices[i * 2 + 1];\n vertexData[i * 2] = a * x + c * y + tx;\n vertexData[i * 2 + 1] = b * x + d * y + ty;\n }\n if (this._roundPixels) {\n const resolution = settings.RESOLUTION;\n for (let i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round(vertexData[i] * resolution) / resolution;\n }\n }\n this.vertexDirty = vertexDirtyId;\n }\n calculateUvs() {\n const geomUvs = this.geometry.buffers[1];\n const shader = this.shader;\n if (!shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n } else {\n this.uvs = geomUvs.data;\n }\n }\n _calculateBounds() {\n this.calculateVertices();\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n }\n containsPoint(point) {\n if (!this.getBounds().contains(point.x, point.y)) {\n return false;\n }\n this.worldTransform.applyInverse(point, tempPoint);\n const vertices = this.geometry.getBuffer(\"aVertexPosition\").data;\n const points = tempPolygon.points;\n const indices = this.geometry.getIndex().data;\n const len = indices.length;\n const step = this.drawMode === 4 ? 3 : 1;\n for (let i = 0; i + 2 < len; i += step) {\n const ind0 = indices[i] * 2;\n const ind1 = indices[i + 1] * 2;\n const ind2 = indices[i + 2] * 2;\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 if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {\n return true;\n }\n }\n return false;\n }\n destroy(options) {\n super.destroy(options);\n if (this._cachedTexture) {\n this._cachedTexture.destroy();\n this._cachedTexture = null;\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};\nlet Mesh = _Mesh;\nMesh.BATCHABLE_SIZE = 100;\n\nexport { Mesh };\n//# sourceMappingURL=Mesh.mjs.map\n","class MeshBatchUvs {\n constructor(uvBuffer, uvMatrix) {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n update(forceUpdate) {\n if (!forceUpdate && this._bufferUpdateId === this.uvBuffer._updateID && this._textureUpdateId === this.uvMatrix._updateID) {\n return;\n }\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n const data = this.uvBuffer.data;\n if (!this.data || this.data.length !== data.length) {\n this.data = new Float32Array(data.length);\n }\n this.uvMatrix.multiplyUvs(data, this.data);\n this._updateID++;\n }\n}\n\nexport { MeshBatchUvs };\n//# sourceMappingURL=MeshBatchUvs.mjs.map\n","import { Geometry, Buffer, TYPES } from '@pixi/core';\n\nclass MeshGeometry extends Geometry {\n constructor(vertices, uvs, index) {\n super();\n const verticesBuffer = new Buffer(vertices);\n const uvsBuffer = new Buffer(uvs, true);\n const indexBuffer = new Buffer(index, true, true);\n this.addAttribute(\"aVertexPosition\", verticesBuffer, 2, false, TYPES.FLOAT).addAttribute(\"aTextureCoord\", uvsBuffer, 2, false, TYPES.FLOAT).addIndex(indexBuffer);\n this._updateId = -1;\n }\n get vertexDirtyId() {\n return this.buffers[0]._updateID;\n }\n}\n\nexport { MeshGeometry };\n//# sourceMappingURL=MeshGeometry.mjs.map\n","import { Shader, Matrix, Program, TextureMatrix, Color } from '@pixi/core';\nimport fragment from './shader/mesh.mjs';\nimport vertex from './shader/mesh2.mjs';\n\nclass MeshMaterial extends Shader {\n constructor(uSampler, options) {\n const uniforms = {\n uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1])\n };\n options = Object.assign({\n tint: 16777215,\n alpha: 1,\n pluginName: \"batch\"\n }, options);\n if (options.uniforms) {\n Object.assign(uniforms, options.uniforms);\n }\n super(options.program || Program.from(vertex, fragment), uniforms);\n this._colorDirty = false;\n this.uvMatrix = new TextureMatrix(uSampler);\n this.batchable = options.program === void 0;\n this.pluginName = options.pluginName;\n this._tintColor = new Color(options.tint);\n this._tintRGB = this._tintColor.toLittleEndianNumber();\n this._colorDirty = true;\n this.alpha = options.alpha;\n }\n get texture() {\n return this.uniforms.uSampler;\n }\n set texture(value) {\n if (this.uniforms.uSampler !== value) {\n if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {\n this._colorDirty = true;\n }\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n }\n set alpha(value) {\n if (value === this._alpha)\n return;\n this._alpha = value;\n this._colorDirty = true;\n }\n get alpha() {\n return this._alpha;\n }\n set tint(value) {\n if (value === this.tint)\n return;\n this._tintColor.setValue(value);\n this._tintRGB = this._tintColor.toLittleEndianNumber();\n this._colorDirty = true;\n }\n get tint() {\n return this._tintColor.value;\n }\n get tintValue() {\n return this._tintColor.toNumber();\n }\n update() {\n if (this._colorDirty) {\n this._colorDirty = false;\n const baseTexture = this.texture.baseTexture;\n const applyToChannels = baseTexture.alphaMode;\n Color.shared.setValue(this._tintColor).premultiply(this._alpha, applyToChannels).toArray(this.uniforms.uColor);\n }\n if (this.uvMatrix.update()) {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n }\n}\n\nexport { MeshMaterial };\n//# sourceMappingURL=MeshMaterial.mjs.map\n","export { Mesh } from './Mesh.mjs';\nexport { MeshBatchUvs } from './MeshBatchUvs.mjs';\nexport { MeshGeometry } from './MeshGeometry.mjs';\nexport { MeshMaterial } from './MeshMaterial.mjs';\n//# sourceMappingURL=index.mjs.map\n","var 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\nexport { fragment as default };\n//# sourceMappingURL=mesh.mjs.map\n","var 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\nexport { vertex as default };\n//# sourceMappingURL=mesh2.mjs.map\n","import { Matrix, settings, RenderTexture, utils, BaseTexture, Texture } from '@pixi/core';\nimport { DisplayObject } from '@pixi/display';\nimport { Sprite } from '@pixi/sprite';\n\nconst _tempMatrix = new Matrix();\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\nDisplayObject.prototype._cacheAsBitmapResolution = null;\nDisplayObject.prototype._cacheAsBitmapMultisample = null;\nclass CacheData {\n constructor() {\n this.textureCacheId = null;\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n}\nObject.defineProperties(DisplayObject.prototype, {\n cacheAsBitmapResolution: {\n get() {\n return this._cacheAsBitmapResolution;\n },\n set(resolution) {\n if (resolution === this._cacheAsBitmapResolution) {\n return;\n }\n this._cacheAsBitmapResolution = resolution;\n if (this.cacheAsBitmap) {\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n }\n },\n cacheAsBitmapMultisample: {\n get() {\n return this._cacheAsBitmapMultisample;\n },\n set(multisample) {\n if (multisample === this._cacheAsBitmapMultisample) {\n return;\n }\n this._cacheAsBitmapMultisample = multisample;\n if (this.cacheAsBitmap) {\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n }\n },\n cacheAsBitmap: {\n get() {\n return this._cacheAsBitmap;\n },\n set(value) {\n if (this._cacheAsBitmap === value) {\n return;\n }\n this._cacheAsBitmap = value;\n let data;\n if (value) {\n if (!this._cacheData) {\n this._cacheData = new CacheData();\n }\n data = this._cacheData;\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n data.originalDestroy = this.destroy;\n data.originalContainsPoint = this.containsPoint;\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n this.destroy = this._cacheAsBitmapDestroy;\n } else {\n data = this._cacheData;\n if (data.sprite) {\n this._destroyCachedDisplayObject();\n }\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n this.destroy = data.originalDestroy;\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n }\n }\n});\nDisplayObject.prototype._renderCached = function _renderCached(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObject(renderer);\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._render(renderer);\n};\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) {\n if (this._cacheData?.sprite) {\n return;\n }\n const cacheAlpha = this.alpha;\n this.alpha = 1;\n renderer.batch.flush();\n const bounds = this.getLocalBounds(null, true).clone();\n if (this.filters?.length) {\n const padding = this.filters[0].padding;\n bounds.pad(padding);\n }\n bounds.ceil(settings.RESOLUTION);\n const cachedRenderTexture = renderer.renderTexture.current;\n const cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n const cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone();\n const cachedProjectionTransform = renderer.projection.transform;\n const renderTexture = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n resolution: this.cacheAsBitmapResolution || renderer.resolution,\n multisample: this.cacheAsBitmapMultisample ?? renderer.multisample\n });\n const textureCacheId = `cacheAsBitmap_${utils.uid()}`;\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n const m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n this.render = this._cacheData.originalRender;\n renderer.render(this, { renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.framebuffer.blit();\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame);\n this.render = this._renderCached;\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n const cachedSprite = new Sprite(renderTexture);\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 this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n if (!this.parent) {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n } else {\n this.updateTransform();\n }\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObjectCanvas(renderer);\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._renderCanvas(renderer);\n};\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) {\n if (this._cacheData?.sprite) {\n return;\n }\n const bounds = this.getLocalBounds(null, true);\n const cacheAlpha = this.alpha;\n this.alpha = 1;\n const cachedRenderTarget = renderer.canvasContext.activeContext;\n const cachedProjectionTransform = renderer._projTransform;\n bounds.ceil(settings.RESOLUTION);\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n const textureCacheId = `cacheAsBitmap_${utils.uid()}`;\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n const m = _tempMatrix;\n this.transform.localTransform.copyTo(m);\n m.invert();\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n renderer.render(this, { renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.canvasContext.activeContext = cachedRenderTarget;\n renderer._projTransform = cachedProjectionTransform;\n this.renderCanvas = this._renderCachedCanvas;\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n const cachedSprite = new Sprite(renderTexture);\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 this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n if (!this.parent) {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n } else {\n this.updateTransform();\n }\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() {\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite._calculateBounds();\n this._bounds.updateID = this._boundsID;\n};\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() {\n return this._cacheData.sprite.getLocalBounds(null);\n};\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() {\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n this._cacheData.textureCacheId = null;\n};\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) {\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n\nexport { CacheData };\n//# sourceMappingURL=index.mjs.map\n","import { DisplayObject, Container } from '@pixi/display';\n\nDisplayObject.prototype.name = null;\nContainer.prototype.getChildByName = function getChildByName(name, deep) {\n for (let i = 0, j = this.children.length; i < j; i++) {\n if (this.children[i].name === name) {\n return this.children[i];\n }\n }\n if (deep) {\n for (let i = 0, j = this.children.length; i < j; i++) {\n const child = this.children[i];\n if (!child.getChildByName) {\n continue;\n }\n const target = child.getChildByName(name, true);\n if (target) {\n return target;\n }\n }\n }\n return null;\n};\n//# sourceMappingURL=index.mjs.map\n","import { Point } from '@pixi/core';\nimport { DisplayObject } from '@pixi/display';\n\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point = new Point(), skipUpdate = false) {\n if (this.parent) {\n this.parent.toGlobal(this.position, point, skipUpdate);\n } else {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n return point;\n};\n//# sourceMappingURL=index.mjs.map\n","import { Geometry, TYPES, Buffer, utils } from '@pixi/core';\n\nclass ParticleBuffer {\n constructor(properties, dynamicPropertyFlags, size) {\n this.geometry = new Geometry();\n this.indexBuffer = null;\n this.size = size;\n this.dynamicProperties = [];\n this.staticProperties = [];\n for (let i = 0; i < properties.length; ++i) {\n let property = properties[i];\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 if (dynamicPropertyFlags[i]) {\n this.dynamicProperties.push(property);\n } else {\n this.staticProperties.push(property);\n }\n }\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this._updateID = 0;\n this.initBuffers();\n }\n initBuffers() {\n const geometry = this.geometry;\n let dynamicOffset = 0;\n this.indexBuffer = new Buffer(utils.createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (let i = 0; i < this.dynamicProperties.length; ++i) {\n const property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n const dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n let staticOffset = 0;\n this.staticStride = 0;\n for (let i = 0; i < this.staticProperties.length; ++i) {\n const property = this.staticProperties[i];\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n const statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n for (let i = 0; i < this.dynamicProperties.length; ++i) {\n const property = this.dynamicProperties[i];\n geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4);\n }\n for (let i = 0; i < this.staticProperties.length; ++i) {\n const property = this.staticProperties[i];\n geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4);\n }\n }\n uploadDynamic(children, startIndex, amount) {\n for (let i = 0; i < this.dynamicProperties.length; i++) {\n const property = this.dynamicProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset);\n }\n this.dynamicBuffer._updateID++;\n }\n uploadStatic(children, startIndex, amount) {\n for (let i = 0; i < this.staticProperties.length; i++) {\n const property = this.staticProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset);\n }\n this.staticBuffer._updateID++;\n }\n destroy() {\n this.indexBuffer = null;\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.geometry.destroy();\n }\n}\n\nexport { ParticleBuffer };\n//# sourceMappingURL=ParticleBuffer.mjs.map\n","import { BLEND_MODES, Color } from '@pixi/core';\nimport { Container } from '@pixi/display';\n\nclass ParticleContainer extends Container {\n constructor(maxSize = 1500, properties, batchSize = 16384, autoResize = false) {\n super();\n const maxBatchSize = 16384;\n if (batchSize > maxBatchSize) {\n batchSize = maxBatchSize;\n }\n this._properties = [false, true, false, false, false];\n this._maxSize = maxSize;\n this._batchSize = batchSize;\n this._buffers = null;\n this._bufferUpdateIDs = [];\n this._updateID = 0;\n this.interactiveChildren = false;\n this.blendMode = BLEND_MODES.NORMAL;\n this.autoResize = autoResize;\n this.roundPixels = true;\n this.baseTexture = null;\n this.setProperties(properties);\n this._tintColor = new Color(0);\n this.tintRgb = new Float32Array(3);\n this.tint = 16777215;\n }\n setProperties(properties) {\n if (properties) {\n this._properties[0] = \"vertices\" in properties || \"scale\" in properties ? !!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 ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n }\n updateTransform() {\n this.displayObjectUpdateTransform();\n }\n get tint() {\n return this._tintColor.value;\n }\n set tint(value) {\n this._tintColor.setValue(value);\n this._tintColor.toRgbArray(this.tintRgb);\n }\n render(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {\n return;\n }\n if (!this.baseTexture) {\n this.baseTexture = this.children[0]._texture.baseTexture;\n if (!this.baseTexture.valid) {\n this.baseTexture.once(\"update\", () => this.onChildrenChange(0));\n }\n }\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n }\n onChildrenChange(smallestChildIndex) {\n const bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n while (this._bufferUpdateIDs.length < bufferIndex) {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n }\n dispose() {\n if (this._buffers) {\n for (let i = 0; i < this._buffers.length; ++i) {\n this._buffers[i].destroy();\n }\n this._buffers = null;\n }\n }\n destroy(options) {\n super.destroy(options);\n this.dispose();\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n }\n}\n\nexport { ParticleContainer };\n//# sourceMappingURL=ParticleContainer.mjs.map\n","import { ObjectRenderer, Matrix, TYPES, Shader, State, utils, Color, ExtensionType, extensions } from '@pixi/core';\nimport { ParticleBuffer } from './ParticleBuffer.mjs';\nimport fragment from './particles.mjs';\nimport vertex from './particles2.mjs';\n\nclass ParticleRenderer extends ObjectRenderer {\n constructor(renderer) {\n super(renderer);\n this.shader = null;\n this.properties = null;\n this.tempMatrix = new Matrix();\n this.properties = [\n {\n attributeName: \"aVertexPosition\",\n size: 2,\n uploadFunction: this.uploadVertices,\n offset: 0\n },\n {\n attributeName: \"aPositionCoord\",\n size: 2,\n uploadFunction: this.uploadPosition,\n offset: 0\n },\n {\n attributeName: \"aRotation\",\n size: 1,\n uploadFunction: this.uploadRotation,\n offset: 0\n },\n {\n attributeName: \"aTextureCoord\",\n size: 2,\n uploadFunction: this.uploadUvs,\n offset: 0\n },\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 this.state = State.for2d();\n }\n render(container) {\n const children = container.children;\n const maxSize = container._maxSize;\n const batchSize = container._batchSize;\n const renderer = this.renderer;\n let totalChildren = children.length;\n if (totalChildren === 0) {\n return;\n } else if (totalChildren > maxSize && !container.autoResize) {\n totalChildren = maxSize;\n }\n let buffers = container._buffers;\n if (!buffers) {\n buffers = container._buffers = this.generateBuffers(container);\n }\n const baseTexture = children[0]._texture.baseTexture;\n const premultiplied = baseTexture.alphaMode > 0;\n this.state.blendMode = utils.correctBlendMode(container.blendMode, premultiplied);\n renderer.state.set(this.state);\n const gl = renderer.gl;\n const m = container.worldTransform.copyTo(this.tempMatrix);\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n this.shader.uniforms.translationMatrix = m.toArray(true);\n this.shader.uniforms.uColor = Color.shared.setValue(container.tintRgb).premultiply(container.worldAlpha, premultiplied).toArray(this.shader.uniforms.uColor);\n this.shader.uniforms.uSampler = baseTexture;\n this.renderer.shader.bind(this.shader);\n let updateStatic = false;\n for (let i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {\n let amount = totalChildren - i;\n if (amount > batchSize) {\n amount = batchSize;\n }\n if (j >= buffers.length) {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n const buffer = buffers[j];\n buffer.uploadDynamic(children, i, amount);\n const bid = container._bufferUpdateIDs[j] || 0;\n updateStatic = updateStatic || buffer._updateID < bid;\n if (updateStatic) {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n }\n generateBuffers(container) {\n const buffers = [];\n const size = container._maxSize;\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n for (let i = 0; i < size; i += batchSize) {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n return buffers;\n }\n _generateOneMoreBuffer(container) {\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n }\n uploadVertices(children, startIndex, amount, array, stride, offset) {\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n for (let i = 0; i < amount; ++i) {\n const sprite = children[startIndex + i];\n const texture = sprite._texture;\n const sx = sprite.scale.x;\n const sy = sprite.scale.y;\n const trim = texture.trim;\n const orig = texture.orig;\n if (trim) {\n w1 = trim.x - sprite.anchor.x * orig.width;\n w0 = w1 + trim.width;\n h1 = trim.y - sprite.anchor.y * orig.height;\n h0 = h1 + trim.height;\n } else {\n w0 = orig.width * (1 - sprite.anchor.x);\n w1 = orig.width * -sprite.anchor.x;\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n array[offset + stride * 2] = w0 * sx;\n array[offset + stride * 2 + 1] = h0 * sy;\n array[offset + stride * 3] = w1 * sx;\n array[offset + stride * 3 + 1] = h0 * sy;\n offset += stride * 4;\n }\n }\n uploadPosition(children, startIndex, amount, array, stride, offset) {\n for (let i = 0; i < amount; i++) {\n const spritePosition = children[startIndex + i].position;\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n array[offset + stride * 2] = spritePosition.x;\n array[offset + stride * 2 + 1] = spritePosition.y;\n array[offset + stride * 3] = spritePosition.x;\n array[offset + stride * 3 + 1] = spritePosition.y;\n offset += stride * 4;\n }\n }\n uploadRotation(children, startIndex, amount, array, stride, offset) {\n for (let i = 0; i < amount; i++) {\n const spriteRotation = children[startIndex + i].rotation;\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + stride * 2] = spriteRotation;\n array[offset + stride * 3] = spriteRotation;\n offset += stride * 4;\n }\n }\n uploadUvs(children, startIndex, amount, array, stride, offset) {\n for (let i = 0; i < amount; ++i) {\n const textureUvs = children[startIndex + i]._texture._uvs;\n if (textureUvs) {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n array[offset + stride * 2] = textureUvs.x2;\n array[offset + stride * 2 + 1] = textureUvs.y2;\n array[offset + stride * 3] = textureUvs.x3;\n array[offset + stride * 3 + 1] = textureUvs.y3;\n offset += stride * 4;\n } else {\n array[offset] = 0;\n array[offset + 1] = 0;\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n array[offset + stride * 2] = 0;\n array[offset + stride * 2 + 1] = 0;\n array[offset + stride * 3] = 0;\n array[offset + stride * 3 + 1] = 0;\n offset += stride * 4;\n }\n }\n }\n uploadTint(children, startIndex, amount, array, stride, offset) {\n for (let i = 0; i < amount; ++i) {\n const sprite = children[startIndex + i];\n const result = Color.shared.setValue(sprite._tintRGB).toPremultiplied(sprite.alpha);\n array[offset] = result;\n array[offset + stride] = result;\n array[offset + stride * 2] = result;\n array[offset + stride * 3] = result;\n offset += stride * 4;\n }\n }\n destroy() {\n super.destroy();\n if (this.shader) {\n this.shader.destroy();\n this.shader = null;\n }\n this.tempMatrix = null;\n }\n}\nParticleRenderer.extension = {\n name: \"particle\",\n type: ExtensionType.RendererPlugin\n};\nextensions.add(ParticleRenderer);\n\nexport { ParticleRenderer };\n//# sourceMappingURL=ParticleRenderer.mjs.map\n","export { ParticleContainer } from './ParticleContainer.mjs';\nexport { ParticleRenderer } from './ParticleRenderer.mjs';\n//# sourceMappingURL=index.mjs.map\n","var 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\nexport { fragment as default };\n//# sourceMappingURL=particles.mjs.map\n","var 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\nexport { vertex as default };\n//# sourceMappingURL=particles2.mjs.map\n","import { Texture, BaseTexture, Ticker, UPDATE_PRIORITY } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { CountLimiter } from './CountLimiter.mjs';\n\nfunction findMultipleBaseTextures(item, queue) {\n let result = false;\n if (item?._textures?.length) {\n for (let i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof Texture) {\n const baseTexture = item._textures[i].baseTexture;\n if (!queue.includes(baseTexture)) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n return result;\n}\nfunction findBaseTexture(item, queue) {\n if (item.baseTexture instanceof BaseTexture) {\n const texture = item.baseTexture;\n if (!queue.includes(texture)) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof Texture) {\n const texture = item._texture.baseTexture;\n if (!queue.includes(texture)) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\nfunction drawText(_helper, item) {\n if (item instanceof Text) {\n item.updateText(true);\n return true;\n }\n return false;\n}\nfunction calculateTextStyle(_helper, item) {\n if (item instanceof TextStyle) {\n const font = item.toFontString();\n TextMetrics.measureFont(font);\n return true;\n }\n return false;\n}\nfunction findText(item, queue) {\n if (item instanceof Text) {\n if (!queue.includes(item.style)) {\n queue.push(item.style);\n }\n if (!queue.includes(item)) {\n queue.push(item);\n }\n const texture = item._texture.baseTexture;\n if (!queue.includes(texture)) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\nfunction findTextStyle(item, queue) {\n if (item instanceof TextStyle) {\n if (!queue.includes(item)) {\n queue.push(item);\n }\n return true;\n }\n return false;\n}\nconst _BasePrepare = class {\n constructor(renderer) {\n this.limiter = new CountLimiter(_BasePrepare.uploadsPerFrame);\n this.renderer = renderer;\n this.uploadHookHelper = null;\n this.queue = [];\n this.addHooks = [];\n this.uploadHooks = [];\n this.completes = [];\n this.ticking = false;\n this.delayedTick = () => {\n if (!this.queue) {\n return;\n }\n this.prepareItems();\n };\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n upload(item) {\n return new Promise((resolve) => {\n if (item) {\n this.add(item);\n }\n if (this.queue.length) {\n this.completes.push(resolve);\n if (!this.ticking) {\n this.ticking = true;\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n } else {\n resolve();\n }\n });\n }\n tick() {\n setTimeout(this.delayedTick, 0);\n }\n prepareItems() {\n this.limiter.beginFrame();\n while (this.queue.length && this.limiter.allowedToUpload()) {\n const item = this.queue[0];\n let uploaded = false;\n if (item && !item._destroyed) {\n for (let i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n if (!uploaded) {\n this.queue.shift();\n }\n }\n if (!this.queue.length) {\n this.ticking = false;\n const completes = this.completes.slice(0);\n this.completes.length = 0;\n for (let i = 0, len = completes.length; i < len; i++) {\n completes[i]();\n }\n } else {\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n registerFindHook(addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n return this;\n }\n registerUploadHook(uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n return this;\n }\n add(item) {\n for (let i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n if (item instanceof Container) {\n for (let i = item.children.length - 1; i >= 0; i--) {\n this.add(item.children[i]);\n }\n }\n return this;\n }\n destroy() {\n if (this.ticking) {\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};\nlet BasePrepare = _BasePrepare;\nBasePrepare.uploadsPerFrame = 4;\n\nexport { BasePrepare };\n//# sourceMappingURL=BasePrepare.mjs.map\n","class CountLimiter {\n constructor(maxItemsPerFrame) {\n this.maxItemsPerFrame = maxItemsPerFrame;\n this.itemsLeft = 0;\n }\n beginFrame() {\n this.itemsLeft = this.maxItemsPerFrame;\n }\n allowedToUpload() {\n return this.itemsLeft-- > 0;\n }\n}\n\nexport { CountLimiter };\n//# sourceMappingURL=CountLimiter.mjs.map\n","import { BaseTexture, ExtensionType, extensions } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { BasePrepare } from './BasePrepare.mjs';\n\nfunction uploadBaseTextures(renderer, item) {\n if (item instanceof BaseTexture) {\n if (!item._glTextures[renderer.CONTEXT_UID]) {\n renderer.texture.bind(item);\n }\n return true;\n }\n return false;\n}\nfunction uploadGraphics(renderer, item) {\n if (!(item instanceof Graphics)) {\n return false;\n }\n const { geometry } = item;\n item.finishPoly();\n geometry.updateBatches();\n const { batches } = geometry;\n for (let i = 0; i < batches.length; i++) {\n const { texture } = batches[i].style;\n if (texture) {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n if (!geometry.batchable) {\n renderer.geometry.bind(geometry, item._resolveDirectShader(renderer));\n }\n return true;\n}\nfunction findGraphics(item, queue) {\n if (item instanceof Graphics) {\n queue.push(item);\n return true;\n }\n return false;\n}\nclass Prepare extends BasePrepare {\n constructor(renderer) {\n super(renderer);\n this.uploadHookHelper = this.renderer;\n this.registerFindHook(findGraphics);\n this.registerUploadHook(uploadBaseTextures);\n this.registerUploadHook(uploadGraphics);\n }\n}\nPrepare.extension = {\n name: \"prepare\",\n type: ExtensionType.RendererSystem\n};\nextensions.add(Prepare);\n\nexport { Prepare };\n//# sourceMappingURL=Prepare.mjs.map\n","class TimeLimiter {\n constructor(maxMilliseconds) {\n this.maxMilliseconds = maxMilliseconds;\n this.frameStart = 0;\n }\n beginFrame() {\n this.frameStart = Date.now();\n }\n allowedToUpload() {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n }\n}\n\nexport { TimeLimiter };\n//# sourceMappingURL=TimeLimiter.mjs.map\n","import './settings.mjs';\nexport { BasePrepare } from './BasePrepare.mjs';\nexport { CountLimiter } from './CountLimiter.mjs';\nexport { Prepare } from './Prepare.mjs';\nexport { TimeLimiter } from './TimeLimiter.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { settings, utils } from '@pixi/core';\nexport { settings } from '@pixi/core';\nimport { BasePrepare } from './BasePrepare.mjs';\n\nObject.defineProperties(settings, {\n UPLOADS_PER_FRAME: {\n get() {\n return BasePrepare.uploadsPerFrame;\n },\n set(value) {\n utils.deprecation(\"7.1.0\", \"settings.UPLOADS_PER_FRAME is deprecated, use prepare.BasePrepare.uploadsPerFrame\");\n BasePrepare.uploadsPerFrame = value;\n }\n }\n});\n//# sourceMappingURL=settings.mjs.map\n","class Runner {\n constructor(name) {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n emit(a0, a1, a2, a3, a4, a5, a6, a7) {\n if (arguments.length > 8) {\n throw new Error(\"max arguments reached\");\n }\n const { name, items } = this;\n this._aliasCount++;\n for (let i = 0, len = items.length; i < len; i++) {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n if (items === this.items) {\n this._aliasCount--;\n }\n return this;\n }\n ensureNonAliasedItems() {\n if (this._aliasCount > 0 && this.items.length > 1) {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n }\n add(item) {\n if (item[this._name]) {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n return this;\n }\n remove(item) {\n const index = this.items.indexOf(item);\n if (index !== -1) {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n return this;\n }\n contains(item) {\n return this.items.includes(item);\n }\n removeAll() {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n return this;\n }\n destroy() {\n this.removeAll();\n this.items = null;\n this._name = null;\n }\n get empty() {\n return this.items.length === 0;\n }\n get name() {\n return this._name;\n }\n}\nObject.defineProperties(Runner.prototype, {\n dispatch: { value: Runner.prototype.emit },\n run: { value: Runner.prototype.emit }\n});\n\nexport { Runner };\n//# sourceMappingURL=Runner.mjs.map\n","export { Runner } from './Runner.mjs';\n//# sourceMappingURL=index.mjs.map\n","\n//# sourceMappingURL=ICanvas.mjs.map\n","\n//# sourceMappingURL=ICanvasRenderingContext2D.mjs.map\n","const BrowserAdapter = {\n createCanvas: (width, height) => {\n const canvas = document.createElement(\"canvas\");\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getCanvasRenderingContext2D: () => CanvasRenderingContext2D,\n getWebGLRenderingContext: () => WebGLRenderingContext,\n getNavigator: () => navigator,\n getBaseUrl: () => document.baseURI ?? window.location.href,\n getFontFaceSet: () => document.fonts,\n fetch: (url, options) => fetch(url, options),\n parseXML: (xml) => {\n const parser = new DOMParser();\n return parser.parseFromString(xml, \"text/xml\");\n }\n};\n\nexport { BrowserAdapter };\n//# sourceMappingURL=adapter.mjs.map\n","export { BrowserAdapter } from './adapter.mjs';\nimport './ICanvas.mjs';\nimport './ICanvasRenderingContext2D.mjs';\nexport { settings } from './settings.mjs';\nexport { isMobile } from './utils/isMobile.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { BrowserAdapter } from './adapter.mjs';\n\nconst settings = {\n ADAPTER: BrowserAdapter,\n RESOLUTION: 1,\n CREATE_IMAGE_BITMAP: false,\n ROUND_PIXELS: false\n};\n\nexport { settings };\n//# sourceMappingURL=settings.mjs.map\n","import isMobileJs from 'ismobilejs';\n\nconst isMobileCall = isMobileJs.default ?? isMobileJs;\nconst isMobile = isMobileCall(globalThis.navigator);\n\nexport { isMobile };\n//# sourceMappingURL=isMobile.mjs.map\n","import { Texture, Ticker, UPDATE_PRIORITY } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\n\nclass AnimatedSprite extends Sprite {\n constructor(textures, autoUpdate = true) {\n super(textures[0] instanceof Texture ? textures[0] : textures[0].texture);\n this._textures = null;\n this._durations = null;\n this._autoUpdate = autoUpdate;\n this._isConnectedToTicker = false;\n this.animationSpeed = 1;\n this.loop = true;\n this.updateAnchor = false;\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n this._currentTime = 0;\n this._playing = false;\n this._previousFrame = null;\n this.textures = textures;\n }\n stop() {\n if (!this._playing) {\n return;\n }\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n play() {\n if (this._playing) {\n return;\n }\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n }\n gotoAndStop(frameNumber) {\n this.stop();\n this.currentFrame = frameNumber;\n }\n gotoAndPlay(frameNumber) {\n this.currentFrame = frameNumber;\n this.play();\n }\n update(deltaTime) {\n if (!this._playing) {\n return;\n }\n const elapsed = this.animationSpeed * deltaTime;\n const previousFrame = this.currentFrame;\n if (this._durations !== null) {\n let lag = this._currentTime % 1 * this._durations[this.currentFrame];\n lag += elapsed / 60 * 1e3;\n while (lag < 0) {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n const sign = Math.sign(this.animationSpeed * deltaTime);\n this._currentTime = Math.floor(this._currentTime);\n while (lag >= this._durations[this.currentFrame]) {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n this._currentTime += lag / this._durations[this.currentFrame];\n } else {\n this._currentTime += elapsed;\n }\n if (this._currentTime < 0 && !this.loop) {\n this.gotoAndStop(0);\n if (this.onComplete) {\n this.onComplete();\n }\n } else if (this._currentTime >= this._textures.length && !this.loop) {\n this.gotoAndStop(this._textures.length - 1);\n if (this.onComplete) {\n this.onComplete();\n }\n } else if (previousFrame !== this.currentFrame) {\n if (this.loop && this.onLoop) {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame || this.animationSpeed < 0 && this.currentFrame > previousFrame) {\n this.onLoop();\n }\n }\n this.updateTexture();\n }\n }\n updateTexture() {\n const currentFrame = this.currentFrame;\n if (this._previousFrame === currentFrame) {\n return;\n }\n this._previousFrame = currentFrame;\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 16777215;\n this.uvs = this._texture._uvs.uvsFloat32;\n if (this.updateAnchor) {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n if (this.onFrameChange) {\n this.onFrameChange(this.currentFrame);\n }\n }\n destroy(options) {\n this.stop();\n super.destroy(options);\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n }\n static fromFrames(frames) {\n const textures = [];\n for (let i = 0; i < frames.length; ++i) {\n textures.push(Texture.from(frames[i]));\n }\n return new AnimatedSprite(textures);\n }\n static fromImages(images) {\n const textures = [];\n for (let i = 0; i < images.length; ++i) {\n textures.push(Texture.from(images[i]));\n }\n return new AnimatedSprite(textures);\n }\n get totalFrames() {\n return this._textures.length;\n }\n get textures() {\n return this._textures;\n }\n set textures(value) {\n if (value[0] instanceof Texture) {\n this._textures = value;\n this._durations = null;\n } else {\n this._textures = [];\n this._durations = [];\n for (let i = 0; i < value.length; i++) {\n this._textures.push(value[i].texture);\n this._durations.push(value[i].time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n }\n get currentFrame() {\n let currentFrame = Math.floor(this._currentTime) % this._textures.length;\n if (currentFrame < 0) {\n currentFrame += this._textures.length;\n }\n return currentFrame;\n }\n set currentFrame(value) {\n if (value < 0 || value > this.totalFrames - 1) {\n throw new Error(`[AnimatedSprite]: Invalid frame index value ${value}, expected to be between 0 and totalFrames ${this.totalFrames}.`);\n }\n const previousFrame = this.currentFrame;\n this._currentTime = value;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n }\n get playing() {\n return this._playing;\n }\n get autoUpdate() {\n return this._autoUpdate;\n }\n set autoUpdate(value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n } else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n}\n\nexport { AnimatedSprite };\n//# sourceMappingURL=AnimatedSprite.mjs.map\n","export { AnimatedSprite } from './AnimatedSprite.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { Point, Transform, TextureMatrix, Rectangle, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\n\nconst tempPoint = new Point();\nclass TilingSprite extends Sprite {\n constructor(texture, width = 100, height = 100) {\n super(texture);\n this.tileTransform = new Transform();\n this._width = width;\n this._height = height;\n this.uvMatrix = this.texture.uvMatrix || new TextureMatrix(texture);\n this.pluginName = \"tilingSprite\";\n this.uvRespectAnchor = false;\n }\n get clampMargin() {\n return this.uvMatrix.clampMargin;\n }\n set clampMargin(value) {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n }\n get tileScale() {\n return this.tileTransform.scale;\n }\n set tileScale(value) {\n this.tileTransform.scale.copyFrom(value);\n }\n get tilePosition() {\n return this.tileTransform.position;\n }\n set tilePosition(value) {\n this.tileTransform.position.copyFrom(value);\n }\n _onTextureUpdate() {\n if (this.uvMatrix) {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 16777215;\n }\n _render(renderer) {\n const texture = this._texture;\n if (!texture || !texture.valid) {\n return;\n }\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n _calculateBounds() {\n const minX = this._width * -this._anchor._x;\n const minY = this._height * -this._anchor._y;\n const maxX = this._width * (1 - this._anchor._x);\n const maxY = this._height * (1 - this._anchor._y);\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n getLocalBounds(rect) {\n if (this.children.length === 0) {\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 if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n return super.getLocalBounds.call(this, rect);\n }\n containsPoint(point) {\n this.worldTransform.applyInverse(point, tempPoint);\n const width = this._width;\n const height = this._height;\n const x1 = -width * this.anchor._x;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n const y1 = -height * this.anchor._y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n }\n destroy(options) {\n super.destroy(options);\n this.tileTransform = null;\n this.uvMatrix = null;\n }\n static from(source, options) {\n const texture = source instanceof Texture ? source : Texture.from(source, options);\n return new TilingSprite(texture, options.width, options.height);\n }\n get width() {\n return this._width;\n }\n set width(value) {\n this._width = value;\n }\n get height() {\n return this._height;\n }\n set height(value) {\n this._height = value;\n }\n}\n\nexport { TilingSprite };\n//# sourceMappingURL=TilingSprite.mjs.map\n","import { Matrix, ObjectRenderer, QuadUv, State, Shader, WRAP_MODES, Color, utils, ExtensionType, extensions } from '@pixi/core';\nimport gl2FragmentSrc from './sprite-tiling.mjs';\nimport gl2VertexSrc from './sprite-tiling2.mjs';\nimport gl1FragmentSrc from './sprite-tiling-fallback.mjs';\nimport gl1VertexSrc from './sprite-tiling-fallback2.mjs';\nimport fragmentSimpleSrc from './sprite-tiling-simple.mjs';\n\nconst tempMat = new Matrix();\nclass TilingSpriteRenderer extends ObjectRenderer {\n constructor(renderer) {\n super(renderer);\n renderer.runners.contextChange.add(this);\n this.quad = new QuadUv();\n this.state = State.for2d();\n }\n contextChange() {\n const renderer = this.renderer;\n const uniforms = { globals: renderer.globalUniforms };\n this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms);\n this.shader = renderer.context.webGLVersion > 1 ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms);\n }\n render(ts) {\n const renderer = this.renderer;\n const quad = this.quad;\n let vertices = quad.vertices;\n vertices[0] = vertices[6] = ts._width * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n vertices[2] = vertices[4] = ts._width * (1 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1 - ts.anchor.y);\n const anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0;\n const anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0;\n vertices = quad.uvs;\n vertices[0] = vertices[6] = -anchorX;\n vertices[1] = vertices[3] = -anchorY;\n vertices[2] = vertices[4] = 1 - anchorX;\n vertices[5] = vertices[7] = 1 - anchorY;\n quad.invalidate();\n const tex = ts._texture;\n const baseTex = tex.baseTexture;\n const premultiplied = baseTex.alphaMode > 0;\n const lt = ts.tileTransform.localTransform;\n const uv = ts.uvMatrix;\n let isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n if (isSimple) {\n if (!baseTex._glTextures[renderer.CONTEXT_UID]) {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP) {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n } else {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n const shader = isSimple ? this.simpleShader : this.shader;\n const w = tex.width;\n const h = tex.height;\n const W = ts._width;\n const H = ts._height;\n tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);\n tempMat.invert();\n if (isSimple) {\n tempMat.prepend(uv.mapCoord);\n } else {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = Color.shared.setValue(ts.tint).premultiply(ts.worldAlpha, premultiplied).toArray(shader.uniforms.uColor);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n this.state.blendMode = utils.correctBlendMode(ts.blendMode, premultiplied);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n }\n}\nTilingSpriteRenderer.extension = {\n name: \"tilingSprite\",\n type: ExtensionType.RendererPlugin\n};\nextensions.add(TilingSpriteRenderer);\n\nexport { TilingSpriteRenderer };\n//# sourceMappingURL=TilingSpriteRenderer.mjs.map\n","export { TilingSprite } from './TilingSprite.mjs';\nexport { TilingSpriteRenderer } from './TilingSpriteRenderer.mjs';\n//# sourceMappingURL=index.mjs.map\n","var gl1FragmentSrc = \"#version 100\\n#ifdef GL_EXT_shader_texture_lod\\n #extension GL_EXT_shader_texture_lod : enable\\n#endif\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nvarying 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 = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n #ifdef GL_EXT_shader_texture_lod\\n vec4 texSample = unclamped == coord\\n ? texture2D(uSampler, coord) \\n : texture2DLodEXT(uSampler, coord, 0);\\n #else\\n vec4 texSample = texture2D(uSampler, coord);\\n #endif\\n\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nexport { gl1FragmentSrc as default };\n//# sourceMappingURL=sprite-tiling-fallback.mjs.map\n","var gl1VertexSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nattribute 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\nexport { gl1VertexSrc as default };\n//# sourceMappingURL=sprite-tiling-fallback2.mjs.map\n","var fragmentSimpleSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-Simple-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\n\\nvoid main(void)\\n{\\n vec4 texSample = texture2D(uSampler, vTextureCoord);\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nexport { fragmentSimpleSrc as default };\n//# sourceMappingURL=sprite-tiling-simple.mjs.map\n","var gl2FragmentSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nin vec2 vTextureCoord;\\n\\nout vec4 fragmentColor;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\\n\\n fragmentColor = texSample * uColor;\\n}\\n\";\n\nexport { gl2FragmentSrc as default };\n//# sourceMappingURL=sprite-tiling.mjs.map\n","var gl2VertexSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-300\\n\\nprecision lowp float;\\n\\nin vec2 aVertexPosition;\\nin vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nout 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\nexport { gl2VertexSrc as default };\n//# sourceMappingURL=sprite-tiling2.mjs.map\n","import { Point, ObservablePoint, Color, BLEND_MODES, Texture, settings, utils, Rectangle } from '@pixi/core';\nimport { Container, Bounds } from '@pixi/display';\n\nconst tempPoint = new Point();\nconst indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\nclass Sprite extends Container {\n constructor(texture) {\n super();\n this._anchor = new ObservablePoint(this._onAnchorUpdate, this, texture ? texture.defaultAnchor.x : 0, texture ? texture.defaultAnchor.y : 0);\n this._texture = null;\n this._width = 0;\n this._height = 0;\n this._tintColor = new Color(16777215);\n this._tintRGB = null;\n this.tint = 16777215;\n this.blendMode = BLEND_MODES.NORMAL;\n this._cachedTint = 16777215;\n this.uvs = null;\n this.texture = texture || Texture.EMPTY;\n this.vertexData = new Float32Array(8);\n this.vertexTrimmedData = null;\n this._transformID = -1;\n this._textureID = -1;\n this._transformTrimmedID = -1;\n this._textureTrimmedID = -1;\n this.indices = indices;\n this.pluginName = \"batch\";\n this.isSprite = true;\n this._roundPixels = settings.ROUND_PIXELS;\n }\n _onTextureUpdate() {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 16777215;\n if (this._width) {\n this.scale.x = utils.sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n if (this._height) {\n this.scale.y = utils.sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n }\n _onAnchorUpdate() {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n }\n calculateVertices() {\n const texture = this._texture;\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) {\n return;\n }\n if (this._textureID !== texture._updateID) {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const vertexData = this.vertexData;\n const trim = texture.trim;\n const orig = texture.orig;\n const anchor = this._anchor;\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n if (trim) {\n w1 = trim.x - anchor._x * orig.width;\n w0 = w1 + trim.width;\n h1 = trim.y - anchor._y * orig.height;\n h0 = h1 + trim.height;\n } else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n if (this._roundPixels) {\n const resolution = settings.RESOLUTION;\n for (let i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round(vertexData[i] * resolution) / resolution;\n }\n }\n }\n calculateTrimmedVertices() {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n const texture = this._texture;\n const vertexData = this.vertexTrimmedData;\n const orig = texture.orig;\n const anchor = this._anchor;\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const w1 = -anchor._x * orig.width;\n const w0 = w1 + orig.width;\n const h1 = -anchor._y * orig.height;\n const h0 = h1 + orig.height;\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n }\n _render(renderer) {\n this.calculateVertices();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n _calculateBounds() {\n const trim = this._texture.trim;\n const orig = this._texture.orig;\n if (!trim || trim.width === orig.width && trim.height === orig.height) {\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n } else {\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n }\n getLocalBounds(rect) {\n if (this.children.length === 0) {\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n this._localBounds.minX = this._texture.orig.width * -this._anchor._x;\n this._localBounds.minY = this._texture.orig.height * -this._anchor._y;\n this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._localBounds.getRectangle(rect);\n }\n return super.getLocalBounds.call(this, rect);\n }\n containsPoint(point) {\n this.worldTransform.applyInverse(point, tempPoint);\n const width = this._texture.orig.width;\n const height = this._texture.orig.height;\n const x1 = -width * this.anchor.x;\n let y1 = 0;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n }\n destroy(options) {\n super.destroy(options);\n this._texture.off(\"update\", this._onTextureUpdate, this);\n this._anchor = null;\n const destroyTexture = typeof options === \"boolean\" ? options : options?.texture;\n if (destroyTexture) {\n const destroyBaseTexture = typeof options === \"boolean\" ? options : options?.baseTexture;\n this._texture.destroy(!!destroyBaseTexture);\n }\n this._texture = null;\n }\n static from(source, options) {\n const texture = source instanceof Texture ? source : Texture.from(source, options);\n return new Sprite(texture);\n }\n set roundPixels(value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n get roundPixels() {\n return this._roundPixels;\n }\n get width() {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n set width(value) {\n const s = utils.sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n get height() {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n set height(value) {\n const s = utils.sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n get anchor() {\n return this._anchor;\n }\n set anchor(value) {\n this._anchor.copyFrom(value);\n }\n get tint() {\n return this._tintColor.value;\n }\n set tint(value) {\n this._tintColor.setValue(value);\n this._tintRGB = this._tintColor.toLittleEndianNumber();\n }\n get tintValue() {\n return this._tintColor.toNumber();\n }\n get texture() {\n return this._texture;\n }\n set texture(value) {\n if (this._texture === value) {\n return;\n }\n if (this._texture) {\n this._texture.off(\"update\", this._onTextureUpdate, this);\n }\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 16777215;\n this._textureID = -1;\n this._textureTrimmedID = -1;\n if (value) {\n if (value.baseTexture.valid) {\n this._onTextureUpdate();\n } else {\n value.once(\"update\", this._onTextureUpdate, this);\n }\n }\n }\n}\n\nexport { Sprite };\n//# sourceMappingURL=Sprite.mjs.map\n","export { Sprite } from './Sprite.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { Texture, BaseTexture, utils, Rectangle } from '@pixi/core';\n\nconst _Spritesheet = class {\n constructor(texture, data, resolutionFilename = null) {\n this.linkedSheets = [];\n this._texture = texture instanceof Texture ? texture : null;\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n this.textures = {};\n this.animations = {};\n this.data = data;\n const resource = this.baseTexture.resource;\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n this._frames = this.data.frames;\n this._frameKeys = Object.keys(this._frames);\n this._batchIndex = 0;\n this._callback = null;\n }\n _updateResolution(resolutionFilename = null) {\n const { scale } = this.data.meta;\n let resolution = utils.getResolutionOfUrl(resolutionFilename, null);\n if (resolution === null) {\n resolution = parseFloat(scale ?? \"1\");\n }\n if (resolution !== 1) {\n this.baseTexture.setResolution(resolution);\n }\n return resolution;\n }\n parse() {\n return new Promise((resolve) => {\n this._callback = resolve;\n this._batchIndex = 0;\n if (this._frameKeys.length <= _Spritesheet.BATCH_SIZE) {\n this._processFrames(0);\n this._processAnimations();\n this._parseComplete();\n } else {\n this._nextBatch();\n }\n });\n }\n _processFrames(initialFrameIndex) {\n let frameIndex = initialFrameIndex;\n const maxFrames = _Spritesheet.BATCH_SIZE;\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {\n const i = this._frameKeys[frameIndex];\n const data = this._frames[i];\n const rect = data.frame;\n if (rect) {\n let frame = null;\n let trim = null;\n const sourceSize = data.trimmed !== false && data.sourceSize ? data.sourceSize : data.frame;\n const orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution);\n if (data.rotated) {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution);\n } else {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n if (data.trimmed !== false && data.spriteSourceSize) {\n trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor, data.borders);\n Texture.addToCache(this.textures[i], i);\n }\n frameIndex++;\n }\n }\n _processAnimations() {\n const animations = this.data.animations || {};\n for (const animName in animations) {\n this.animations[animName] = [];\n for (let i = 0; i < animations[animName].length; i++) {\n const frameName = animations[animName][i];\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n }\n _parseComplete() {\n const callback = this._callback;\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n }\n _nextBatch() {\n this._processFrames(this._batchIndex * _Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(() => {\n if (this._batchIndex * _Spritesheet.BATCH_SIZE < this._frameKeys.length) {\n this._nextBatch();\n } else {\n this._processAnimations();\n this._parseComplete();\n }\n }, 0);\n }\n destroy(destroyBase = false) {\n for (const i in this.textures) {\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 this._texture?.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n this.linkedSheets = [];\n }\n};\nlet Spritesheet = _Spritesheet;\nSpritesheet.BATCH_SIZE = 1e3;\n\nexport { Spritesheet };\n//# sourceMappingURL=Spritesheet.mjs.map\n","export { Spritesheet } from './Spritesheet.mjs';\nexport { spritesheetAsset } from './spritesheetAsset.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { LoaderParserPriority, copySearchParams } from '@pixi/assets';\nimport { utils, ExtensionType, settings, extensions } from '@pixi/core';\nimport { Spritesheet } from './Spritesheet.mjs';\n\nconst validImages = [\"jpg\", \"png\", \"jpeg\", \"avif\", \"webp\"];\nfunction getCacheableAssets(keys, asset, ignoreMultiPack) {\n const out = {};\n keys.forEach((key) => {\n out[key] = asset;\n });\n Object.keys(asset.textures).forEach((key) => {\n out[key] = asset.textures[key];\n });\n if (!ignoreMultiPack) {\n const basePath = utils.path.dirname(keys[0]);\n asset.linkedSheets.forEach((item, i) => {\n const out2 = getCacheableAssets([`${basePath}/${asset.data.meta.related_multi_packs[i]}`], item, true);\n Object.assign(out, out2);\n });\n }\n return out;\n}\nconst spritesheetAsset = {\n extension: ExtensionType.Asset,\n cache: {\n test: (asset) => asset instanceof Spritesheet,\n getCacheableAssets: (keys, asset) => getCacheableAssets(keys, asset, false)\n },\n resolver: {\n test: (value) => {\n const tempURL = value.split(\"?\")[0];\n const split = tempURL.split(\".\");\n const extension = split.pop();\n const format = split.pop();\n return extension === \"json\" && validImages.includes(format);\n },\n parse: (value) => {\n const split = value.split(\".\");\n return {\n resolution: parseFloat(settings.RETINA_PREFIX.exec(value)?.[1] ?? \"1\"),\n format: split[split.length - 2],\n src: value\n };\n }\n },\n loader: {\n name: \"spritesheetLoader\",\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Normal\n },\n async testParse(asset, options) {\n return utils.path.extname(options.src).toLowerCase() === \".json\" && !!asset.frames;\n },\n async parse(asset, options, loader) {\n let basePath = utils.path.dirname(options.src);\n if (basePath && basePath.lastIndexOf(\"/\") !== basePath.length - 1) {\n basePath += \"/\";\n }\n let imagePath = basePath + asset.meta.image;\n imagePath = copySearchParams(imagePath, options.src);\n const assets = await loader.load([imagePath]);\n const texture = assets[imagePath];\n const spritesheet = new Spritesheet(texture.baseTexture, asset, options.src);\n await spritesheet.parse();\n const multiPacks = asset?.meta?.related_multi_packs;\n if (Array.isArray(multiPacks)) {\n const promises = [];\n for (const item of multiPacks) {\n if (typeof item !== \"string\") {\n continue;\n }\n let itemUrl = basePath + item;\n if (options.data?.ignoreMultiPack) {\n continue;\n }\n itemUrl = copySearchParams(itemUrl, options.src);\n promises.push(loader.load({\n src: itemUrl,\n data: {\n ignoreMultiPack: true\n }\n }));\n }\n const res = await Promise.all(promises);\n spritesheet.linkedSheets = res;\n res.forEach((item) => {\n item.linkedSheets = [spritesheet].concat(spritesheet.linkedSheets.filter((sp) => sp !== item));\n });\n }\n return spritesheet;\n },\n unload(spritesheet) {\n spritesheet.destroy(true);\n }\n }\n};\nextensions.add(spritesheetAsset);\n\nexport { spritesheetAsset };\n//# sourceMappingURL=spritesheetAsset.mjs.map\n","import { utils, ALPHA_MODES, MIPMAP_MODES, Rectangle, Texture, settings, BaseTexture } from '@pixi/core';\nimport { TextStyle, TextMetrics } from '@pixi/text';\nimport { BitmapFontData } from './BitmapFontData.mjs';\nimport { autoDetectFormat } from './formats/index.mjs';\nimport './utils/index.mjs';\nimport { resolveCharacters } from './utils/resolveCharacters.mjs';\nimport { drawGlyph } from './utils/drawGlyph.mjs';\nimport { extractCharCode } from './utils/extractCharCode.mjs';\n\nconst _BitmapFont = class {\n constructor(data, textures, ownsTextures) {\n const [info] = data.info;\n const [common] = data.common;\n const [page] = data.page;\n const [distanceField] = data.distanceField;\n const res = utils.getResolutionOfUrl(page.file);\n const pageTextures = {};\n this._ownsTextures = ownsTextures;\n this.font = info.face;\n this.size = info.size;\n this.lineHeight = common.lineHeight / res;\n this.chars = {};\n this.pageTextures = pageTextures;\n for (let i = 0; i < data.page.length; i++) {\n const { id, file } = data.page[i];\n pageTextures[id] = textures instanceof Array ? textures[i] : textures[file];\n if (distanceField?.fieldType && distanceField.fieldType !== \"none\") {\n pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA;\n pageTextures[id].baseTexture.mipmap = MIPMAP_MODES.OFF;\n }\n }\n for (let i = 0; i < data.char.length; i++) {\n const { id, page: page2 } = data.char[i];\n let { x, y, width, height, xoffset, yoffset, xadvance } = data.char[i];\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n const rect = new Rectangle(x + pageTextures[page2].frame.x / res, y + pageTextures[page2].frame.y / res, width, height);\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(pageTextures[page2].baseTexture, rect),\n page: page2\n };\n }\n for (let i = 0; i < data.kerning.length; i++) {\n let { first, second, amount } = data.kerning[i];\n first /= res;\n second /= res;\n amount /= res;\n if (this.chars[second]) {\n this.chars[second].kerning[first] = amount;\n }\n }\n this.distanceFieldRange = distanceField?.distanceRange;\n this.distanceFieldType = distanceField?.fieldType?.toLowerCase() ?? \"none\";\n }\n destroy() {\n for (const id in this.chars) {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n for (const id in this.pageTextures) {\n if (this._ownsTextures) {\n this.pageTextures[id].destroy(true);\n }\n this.pageTextures[id] = null;\n }\n this.chars = null;\n this.pageTextures = null;\n }\n static install(data, textures, ownsTextures) {\n let fontData;\n if (data instanceof BitmapFontData) {\n fontData = data;\n } else {\n const format = autoDetectFormat(data);\n if (!format) {\n throw new Error(\"Unrecognized data format for font.\");\n }\n fontData = format.parse(data);\n }\n if (textures instanceof Texture) {\n textures = [textures];\n }\n const font = new _BitmapFont(fontData, textures, ownsTextures);\n _BitmapFont.available[font.font] = font;\n return font;\n }\n static uninstall(name) {\n const font = _BitmapFont.available[name];\n if (!font) {\n throw new Error(`No font found named '${name}'`);\n }\n font.destroy();\n delete _BitmapFont.available[name];\n }\n static from(name, textStyle, options) {\n if (!name) {\n throw new Error(\"[BitmapFont] Property `name` is required.\");\n }\n const {\n chars,\n padding,\n resolution,\n textureWidth,\n textureHeight,\n ...baseOptions\n } = Object.assign({}, _BitmapFont.defaultOptions, options);\n const charsList = resolveCharacters(chars);\n const style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n const lineWidth = textureWidth;\n const fontData = new BitmapFontData();\n fontData.info[0] = {\n face: style.fontFamily,\n size: style.fontSize\n };\n fontData.common[0] = {\n lineHeight: style.fontSize\n };\n let positionX = 0;\n let positionY = 0;\n let canvas;\n let context;\n let baseTexture;\n let maxCharHeight = 0;\n const baseTextures = [];\n const textures = [];\n for (let i = 0; i < charsList.length; i++) {\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n context = canvas.getContext(\"2d\");\n baseTexture = new BaseTexture(canvas, { resolution, ...baseOptions });\n baseTextures.push(baseTexture);\n textures.push(new Texture(baseTexture));\n fontData.page.push({\n id: textures.length - 1,\n file: \"\"\n });\n }\n const character = charsList[i];\n const metrics = TextMetrics.measureText(character, style, false, canvas);\n const width = metrics.width;\n const height = Math.ceil(metrics.height);\n const textureGlyphWidth = Math.ceil((style.fontStyle === \"italic\" ? 2 : 1) * width);\n if (positionY >= textureHeight - height * resolution) {\n if (positionY === 0) {\n throw new Error(`[BitmapFont] textureHeight ${textureHeight}px is too small (fontFamily: '${style.fontFamily}', fontSize: ${style.fontSize}px, char: '${character}')`);\n }\n --i;\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n if (textureGlyphWidth * resolution + positionX >= lineWidth) {\n if (positionX === 0) {\n throw new Error(`[BitmapFont] textureWidth ${textureWidth}px is too small (fontFamily: '${style.fontFamily}', fontSize: ${style.fontSize}px, char: '${character}')`);\n }\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n const id = extractCharCode(metrics.text);\n fontData.char.push({\n id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height,\n xoffset: 0,\n yoffset: 0,\n xadvance: width - (style.dropShadow ? style.dropShadowDistance : 0) - (style.stroke ? style.strokeThickness : 0)\n });\n positionX += (textureGlyphWidth + 2 * padding) * resolution;\n positionX = Math.ceil(positionX);\n }\n for (let i = 0, len = charsList.length; i < len; i++) {\n const first = charsList[i];\n for (let j = 0; j < len; j++) {\n const second = charsList[j];\n const c1 = context.measureText(first).width;\n const c2 = context.measureText(second).width;\n const total = context.measureText(first + second).width;\n const amount = total - (c1 + c2);\n if (amount) {\n fontData.kerning.push({\n first: extractCharCode(first),\n second: extractCharCode(second),\n amount\n });\n }\n }\n }\n const font = new _BitmapFont(fontData, textures, true);\n if (_BitmapFont.available[name] !== void 0) {\n _BitmapFont.uninstall(name);\n }\n _BitmapFont.available[name] = font;\n return font;\n }\n};\nlet BitmapFont = _BitmapFont;\nBitmapFont.ALPHA = [[\"a\", \"z\"], [\"A\", \"Z\"], \" \"];\nBitmapFont.NUMERIC = [[\"0\", \"9\"]];\nBitmapFont.ALPHANUMERIC = [[\"a\", \"z\"], [\"A\", \"Z\"], [\"0\", \"9\"], \" \"];\nBitmapFont.ASCII = [[\" \", \"~\"]];\nBitmapFont.defaultOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: _BitmapFont.ALPHANUMERIC\n};\nBitmapFont.available = {};\n\nexport { BitmapFont };\n//# sourceMappingURL=BitmapFont.mjs.map\n","class BitmapFontData {\n constructor() {\n this.info = [];\n this.common = [];\n this.page = [];\n this.char = [];\n this.kerning = [];\n this.distanceField = [];\n }\n}\n\nexport { BitmapFontData };\n//# sourceMappingURL=BitmapFontData.mjs.map\n","import { Color, ObservablePoint, settings, Point, Texture, utils, BLEND_MODES, Program } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { MeshGeometry, MeshMaterial, Mesh } from '@pixi/mesh';\nimport { BitmapFont } from './BitmapFont.mjs';\nimport msdfFrag from './shader/msdf.mjs';\nimport msdfVert from './shader/msdf2.mjs';\nimport './utils/index.mjs';\nimport { splitTextToCharacters } from './utils/splitTextToCharacters.mjs';\nimport { extractCharCode } from './utils/extractCharCode.mjs';\n\nconst pageMeshDataDefaultPageMeshData = [];\nconst pageMeshDataMSDFPageMeshData = [];\nconst charRenderDataPool = [];\nconst _BitmapText = class extends Container {\n constructor(text, style = {}) {\n super();\n const { align, tint, maxWidth, letterSpacing, fontName, fontSize } = Object.assign({}, _BitmapText.styleDefaults, style);\n if (!BitmapFont.available[fontName]) {\n throw new Error(`Missing BitmapFont \"${fontName}\"`);\n }\n this._activePagesMeshData = [];\n this._textWidth = 0;\n this._textHeight = 0;\n this._align = align;\n this._tintColor = new Color(tint);\n this._font = void 0;\n this._fontName = fontName;\n this._fontSize = fontSize;\n this.text = text;\n this._maxWidth = maxWidth;\n this._maxLineHeight = 0;\n this._letterSpacing = letterSpacing;\n this._anchor = new ObservablePoint(() => {\n this.dirty = true;\n }, this, 0, 0);\n this._roundPixels = settings.ROUND_PIXELS;\n this.dirty = true;\n this._resolution = settings.RESOLUTION;\n this._autoResolution = true;\n this._textureCache = {};\n }\n updateText() {\n const data = BitmapFont.available[this._fontName];\n const fontSize = this.fontSize;\n const scale = fontSize / data.size;\n const pos = new Point();\n const chars = [];\n const lineWidths = [];\n const lineSpaces = [];\n const text = this._text.replace(/(?:\\r\\n|\\r)/g, \"\\n\") || \" \";\n const charsInput = splitTextToCharacters(text);\n const maxWidth = this._maxWidth * data.size / fontSize;\n const pageMeshDataPool = data.distanceFieldType === \"none\" ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n let prevCharCode = null;\n let lastLineWidth = 0;\n let maxLineWidth = 0;\n let line = 0;\n let lastBreakPos = -1;\n let lastBreakWidth = 0;\n let spacesRemoved = 0;\n let maxLineHeight = 0;\n let spaceCount = 0;\n for (let i = 0; i < charsInput.length; i++) {\n const char = charsInput[i];\n const charCode = extractCharCode(char);\n if (/(?:\\s)/.test(char)) {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n spaceCount++;\n }\n if (char === \"\\r\" || char === \"\\n\") {\n lineWidths.push(lastLineWidth);\n lineSpaces.push(-1);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n continue;\n }\n const charData = data.chars[charCode];\n if (!charData) {\n continue;\n }\n if (prevCharCode && charData.kerning[prevCharCode]) {\n pos.x += charData.kerning[prevCharCode];\n }\n const charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n prevSpaces: 0,\n position: new Point()\n };\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = Math.round(pos.x + charData.xOffset + this._letterSpacing / 2);\n charRenderData.position.y = Math.round(pos.y + charData.yOffset);\n charRenderData.prevSpaces = spaceCount;\n chars.push(charRenderData);\n lastLineWidth = charRenderData.position.x + Math.max(charData.xAdvance - charData.xOffset, charData.texture.orig.width);\n pos.x += charData.xAdvance + this._letterSpacing;\n maxLineHeight = Math.max(maxLineHeight, charData.yOffset + charData.texture.height);\n prevCharCode = charCode;\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) {\n ++spacesRemoved;\n utils.removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n lineWidths.push(lastBreakWidth);\n lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n }\n }\n const lastChar = charsInput[charsInput.length - 1];\n if (lastChar !== \"\\r\" && lastChar !== \"\\n\") {\n if (/(?:\\s)/.test(lastChar)) {\n lastLineWidth = lastBreakWidth;\n }\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n lineSpaces.push(-1);\n }\n const lineAlignOffsets = [];\n for (let i = 0; i <= line; i++) {\n let alignOffset = 0;\n if (this._align === \"right\") {\n alignOffset = maxLineWidth - lineWidths[i];\n } else if (this._align === \"center\") {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n } else if (this._align === \"justify\") {\n alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i];\n }\n lineAlignOffsets.push(alignOffset);\n }\n const lenChars = chars.length;\n const pagesMeshData = {};\n const newPagesMeshData = [];\n const activePagesMeshData = this._activePagesMeshData;\n pageMeshDataPool.push(...activePagesMeshData);\n for (let i = 0; i < lenChars; i++) {\n const texture = chars[i].texture;\n const baseTextureUid = texture.baseTexture.uid;\n if (!pagesMeshData[baseTextureUid]) {\n let pageMeshData = pageMeshDataPool.pop();\n if (!pageMeshData) {\n const geometry = new MeshGeometry();\n let material;\n let meshBlendMode;\n if (data.distanceFieldType === \"none\") {\n material = new MeshMaterial(Texture.EMPTY);\n meshBlendMode = BLEND_MODES.NORMAL;\n } else {\n material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } });\n meshBlendMode = BLEND_MODES.NORMAL_NPM;\n }\n const mesh = new Mesh(geometry, material);\n mesh.blendMode = meshBlendMode;\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh,\n vertices: null,\n uvs: null,\n indices: null\n };\n }\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n const { _textureCache } = this;\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n pageMeshData.mesh.tint = this._tintColor.value;\n newPagesMeshData.push(pageMeshData);\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n pagesMeshData[baseTextureUid].total++;\n }\n for (let i = 0; i < activePagesMeshData.length; i++) {\n if (!newPagesMeshData.includes(activePagesMeshData[i])) {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n for (let i = 0; i < newPagesMeshData.length; i++) {\n if (newPagesMeshData[i].mesh.parent !== this) {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n this._activePagesMeshData = newPagesMeshData;\n for (const i in pagesMeshData) {\n const pageMeshData = pagesMeshData[i];\n const total = pageMeshData.total;\n if (!(pageMeshData.indices?.length > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n } else {\n const total2 = pageMeshData.total;\n const vertices = pageMeshData.vertices;\n for (let i2 = total2 * 4 * 2; i2 < vertices.length; i2++) {\n vertices[i2] = 0;\n }\n }\n pageMeshData.mesh.size = 6 * total;\n }\n for (let i = 0; i < lenChars; i++) {\n const char = chars[i];\n let offset = char.position.x + lineAlignOffsets[char.line] * (this._align === \"justify\" ? char.prevSpaces : 1);\n if (this._roundPixels) {\n offset = Math.round(offset);\n }\n const xPos = offset * scale;\n const yPos = char.position.y * scale;\n const texture = char.texture;\n const pageMesh = pagesMeshData[texture.baseTexture.uid];\n const textureFrame = texture.frame;\n const textureUvs = texture._uvs;\n const index = pageMesh.index++;\n pageMesh.indices[index * 6 + 0] = 0 + index * 4;\n pageMesh.indices[index * 6 + 1] = 1 + index * 4;\n pageMesh.indices[index * 6 + 2] = 2 + index * 4;\n pageMesh.indices[index * 6 + 3] = 0 + index * 4;\n pageMesh.indices[index * 6 + 4] = 2 + index * 4;\n pageMesh.indices[index * 6 + 5] = 3 + index * 4;\n pageMesh.vertices[index * 8 + 0] = xPos;\n pageMesh.vertices[index * 8 + 1] = yPos;\n pageMesh.vertices[index * 8 + 2] = xPos + textureFrame.width * scale;\n pageMesh.vertices[index * 8 + 3] = yPos;\n pageMesh.vertices[index * 8 + 4] = xPos + textureFrame.width * scale;\n pageMesh.vertices[index * 8 + 5] = yPos + textureFrame.height * scale;\n pageMesh.vertices[index * 8 + 6] = xPos;\n pageMesh.vertices[index * 8 + 7] = yPos + textureFrame.height * scale;\n pageMesh.uvs[index * 8 + 0] = textureUvs.x0;\n pageMesh.uvs[index * 8 + 1] = textureUvs.y0;\n pageMesh.uvs[index * 8 + 2] = textureUvs.x1;\n pageMesh.uvs[index * 8 + 3] = textureUvs.y1;\n pageMesh.uvs[index * 8 + 4] = textureUvs.x2;\n pageMesh.uvs[index * 8 + 5] = textureUvs.y2;\n pageMesh.uvs[index * 8 + 6] = textureUvs.x3;\n pageMesh.uvs[index * 8 + 7] = textureUvs.y3;\n }\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n for (const i in pagesMeshData) {\n const pageMeshData = pagesMeshData[i];\n if (this.anchor.x !== 0 || this.anchor.y !== 0) {\n let vertexCount = 0;\n const anchorOffsetX = this._textWidth * this.anchor.x;\n const anchorOffsetY = this._textHeight * this.anchor.y;\n for (let i2 = 0; i2 < pageMeshData.total; i2++) {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n this._maxLineHeight = maxLineHeight * scale;\n const vertexBuffer = pageMeshData.mesh.geometry.getBuffer(\"aVertexPosition\");\n const textureBuffer = pageMeshData.mesh.geometry.getBuffer(\"aTextureCoord\");\n const indexBuffer = pageMeshData.mesh.geometry.getIndex();\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n for (let i = 0; i < chars.length; i++) {\n charRenderDataPool.push(chars[i]);\n }\n this._font = data;\n this.dirty = false;\n }\n updateTransform() {\n this.validate();\n this.containerUpdateTransform();\n }\n _render(renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n const { distanceFieldRange, distanceFieldType, size } = BitmapFont.available[this._fontName];\n if (distanceFieldType !== \"none\") {\n const { a, b, c, d } = this.worldTransform;\n const dx = Math.sqrt(a * a + b * b);\n const dy = Math.sqrt(c * c + d * d);\n const worldScale = (Math.abs(dx) + Math.abs(dy)) / 2;\n const fontScale = this.fontSize / size;\n const resolution = renderer._view.resolution;\n for (const mesh of this._activePagesMeshData) {\n mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * resolution;\n }\n }\n super._render(renderer);\n }\n getLocalBounds() {\n this.validate();\n return super.getLocalBounds();\n }\n validate() {\n const font = BitmapFont.available[this._fontName];\n if (!font) {\n throw new Error(`Missing BitmapFont \"${this._fontName}\"`);\n }\n if (this._font !== font) {\n this.dirty = true;\n }\n if (this.dirty) {\n this.updateText();\n }\n }\n get tint() {\n return this._tintColor.value;\n }\n set tint(value) {\n if (this.tint === value)\n return;\n this._tintColor.setValue(value);\n for (let i = 0; i < this._activePagesMeshData.length; i++) {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n }\n get align() {\n return this._align;\n }\n set align(value) {\n if (this._align !== value) {\n this._align = value;\n this.dirty = true;\n }\n }\n get fontName() {\n return this._fontName;\n }\n set fontName(value) {\n if (!BitmapFont.available[value]) {\n throw new Error(`Missing BitmapFont \"${value}\"`);\n }\n if (this._fontName !== value) {\n this._fontName = value;\n this.dirty = true;\n }\n }\n get fontSize() {\n return this._fontSize ?? BitmapFont.available[this._fontName].size;\n }\n set fontSize(value) {\n if (this._fontSize !== value) {\n this._fontSize = value;\n this.dirty = true;\n }\n }\n get anchor() {\n return this._anchor;\n }\n set anchor(value) {\n if (typeof value === \"number\") {\n this._anchor.set(value);\n } else {\n this._anchor.copyFrom(value);\n }\n }\n get text() {\n return this._text;\n }\n set text(text) {\n text = String(text === null || text === void 0 ? \"\" : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n get maxWidth() {\n return this._maxWidth;\n }\n set maxWidth(value) {\n if (this._maxWidth === value) {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n }\n get maxLineHeight() {\n this.validate();\n return this._maxLineHeight;\n }\n get textWidth() {\n this.validate();\n return this._textWidth;\n }\n get letterSpacing() {\n return this._letterSpacing;\n }\n set letterSpacing(value) {\n if (this._letterSpacing !== value) {\n this._letterSpacing = value;\n this.dirty = true;\n }\n }\n get roundPixels() {\n return this._roundPixels;\n }\n set roundPixels(value) {\n if (value !== this._roundPixels) {\n this._roundPixels = value;\n this.dirty = true;\n }\n }\n get textHeight() {\n this.validate();\n return this._textHeight;\n }\n get resolution() {\n return this._resolution;\n }\n set resolution(value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n }\n destroy(options) {\n const { _textureCache } = this;\n const data = BitmapFont.available[this._fontName];\n const pageMeshDataPool = data.distanceFieldType === \"none\" ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n pageMeshDataPool.push(...this._activePagesMeshData);\n for (const pageMeshData of this._activePagesMeshData) {\n this.removeChild(pageMeshData.mesh);\n }\n this._activePagesMeshData = [];\n pageMeshDataPool.filter((page) => _textureCache[page.mesh.texture.baseTexture.uid]).forEach((page) => {\n page.mesh.texture = Texture.EMPTY;\n });\n for (const id in _textureCache) {\n const texture = _textureCache[id];\n texture.destroy();\n delete _textureCache[id];\n }\n this._font = null;\n this._tintColor = null;\n this._textureCache = null;\n super.destroy(options);\n }\n};\nlet BitmapText = _BitmapText;\nBitmapText.styleDefaults = {\n align: \"left\",\n tint: 16777215,\n maxWidth: 0,\n letterSpacing: 0\n};\n\nexport { BitmapText };\n//# sourceMappingURL=BitmapText.mjs.map\n","\n//# sourceMappingURL=BitmapTextStyle.mjs.map\n","import { BitmapFontData } from '../BitmapFontData.mjs';\n\nclass TextFormat {\n static test(data) {\n return typeof data === \"string\" && data.startsWith(\"info face=\");\n }\n static parse(txt) {\n const items = txt.match(/^[a-z]+\\s+.+$/gm);\n const rawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n distanceField: []\n };\n for (const i in items) {\n const name = items[i].match(/^[a-z]+/gm)[0];\n const attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n const itemData = {};\n for (const i2 in attributeList) {\n const split = attributeList[i2].split(\"=\");\n const key = split[0];\n const strValue = split[1].replace(/\"/gm, \"\");\n const floatValue = parseFloat(strValue);\n const value = isNaN(floatValue) ? strValue : floatValue;\n itemData[key] = value;\n }\n rawData[name].push(itemData);\n }\n const font = new BitmapFontData();\n rawData.info.forEach((info) => font.info.push({\n face: info.face,\n size: parseInt(info.size, 10)\n }));\n rawData.common.forEach((common) => font.common.push({\n lineHeight: parseInt(common.lineHeight, 10)\n }));\n rawData.page.forEach((page) => font.page.push({\n id: parseInt(page.id, 10),\n file: page.file\n }));\n rawData.char.forEach((char) => font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10)\n }));\n rawData.kerning.forEach((kerning) => font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10)\n }));\n rawData.distanceField.forEach((df) => font.distanceField.push({\n distanceRange: parseInt(df.distanceRange, 10),\n fieldType: df.fieldType\n }));\n return font;\n }\n}\n\nexport { TextFormat };\n//# sourceMappingURL=TextFormat.mjs.map\n","import { BitmapFontData } from '../BitmapFontData.mjs';\n\nclass XMLFormat {\n static test(data) {\n const xml = data;\n return \"getElementsByTagName\" in xml && xml.getElementsByTagName(\"page\").length && xml.getElementsByTagName(\"info\")[0].getAttribute(\"face\") !== null;\n }\n static parse(xml) {\n const data = new BitmapFontData();\n const info = xml.getElementsByTagName(\"info\");\n const common = xml.getElementsByTagName(\"common\");\n const page = xml.getElementsByTagName(\"page\");\n const char = xml.getElementsByTagName(\"char\");\n const kerning = xml.getElementsByTagName(\"kerning\");\n const distanceField = xml.getElementsByTagName(\"distanceField\");\n for (let i = 0; i < info.length; i++) {\n data.info.push({\n face: info[i].getAttribute(\"face\"),\n size: parseInt(info[i].getAttribute(\"size\"), 10)\n });\n }\n for (let i = 0; i < common.length; i++) {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute(\"lineHeight\"), 10)\n });\n }\n for (let i = 0; i < page.length; i++) {\n data.page.push({\n id: parseInt(page[i].getAttribute(\"id\"), 10) || 0,\n file: page[i].getAttribute(\"file\")\n });\n }\n for (let i = 0; i < char.length; i++) {\n const letter = char[i];\n data.char.push({\n id: parseInt(letter.getAttribute(\"id\"), 10),\n page: parseInt(letter.getAttribute(\"page\"), 10) || 0,\n x: parseInt(letter.getAttribute(\"x\"), 10),\n y: parseInt(letter.getAttribute(\"y\"), 10),\n width: parseInt(letter.getAttribute(\"width\"), 10),\n height: parseInt(letter.getAttribute(\"height\"), 10),\n xoffset: parseInt(letter.getAttribute(\"xoffset\"), 10),\n yoffset: parseInt(letter.getAttribute(\"yoffset\"), 10),\n xadvance: parseInt(letter.getAttribute(\"xadvance\"), 10)\n });\n }\n for (let i = 0; i < kerning.length; i++) {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute(\"first\"), 10),\n second: parseInt(kerning[i].getAttribute(\"second\"), 10),\n amount: parseInt(kerning[i].getAttribute(\"amount\"), 10)\n });\n }\n for (let i = 0; i < distanceField.length; i++) {\n data.distanceField.push({\n fieldType: distanceField[i].getAttribute(\"fieldType\"),\n distanceRange: parseInt(distanceField[i].getAttribute(\"distanceRange\"), 10)\n });\n }\n return data;\n }\n}\n\nexport { XMLFormat };\n//# sourceMappingURL=XMLFormat.mjs.map\n","import { settings } from '@pixi/core';\nimport { XMLFormat } from './XMLFormat.mjs';\n\nclass XMLStringFormat {\n static test(data) {\n if (typeof data === \"string\" && data.includes(\"\")) {\n return XMLFormat.test(settings.ADAPTER.parseXML(data));\n }\n return false;\n }\n static parse(xmlTxt) {\n return XMLFormat.parse(settings.ADAPTER.parseXML(xmlTxt));\n }\n}\n\nexport { XMLStringFormat };\n//# sourceMappingURL=XMLStringFormat.mjs.map\n","import { TextFormat } from './TextFormat.mjs';\nexport { TextFormat } from './TextFormat.mjs';\nimport { XMLFormat } from './XMLFormat.mjs';\nexport { XMLFormat } from './XMLFormat.mjs';\nimport { XMLStringFormat } from './XMLStringFormat.mjs';\nexport { XMLStringFormat } from './XMLStringFormat.mjs';\n\nconst formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat\n];\nfunction autoDetectFormat(data) {\n for (let i = 0; i < formats.length; i++) {\n if (formats[i].test(data)) {\n return formats[i];\n }\n }\n return null;\n}\n\nexport { autoDetectFormat };\n//# sourceMappingURL=index.mjs.map\n","export { BitmapFont } from './BitmapFont.mjs';\nexport { BitmapFontData } from './BitmapFontData.mjs';\nexport { BitmapText } from './BitmapText.mjs';\nimport './BitmapTextStyle.mjs';\nexport { autoDetectFormat } from './formats/index.mjs';\nexport { loadBitmapFont } from './loadBitmapFont.mjs';\nexport { TextFormat } from './formats/TextFormat.mjs';\nexport { XMLFormat } from './formats/XMLFormat.mjs';\nexport { XMLStringFormat } from './formats/XMLStringFormat.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { LoaderParserPriority, copySearchParams } from '@pixi/assets';\nimport { ExtensionType, utils, settings, extensions } from '@pixi/core';\nimport { BitmapFont } from './BitmapFont.mjs';\nimport './formats/index.mjs';\nimport { TextFormat } from './formats/TextFormat.mjs';\nimport { XMLStringFormat } from './formats/XMLStringFormat.mjs';\n\nconst validExtensions = [\".xml\", \".fnt\"];\nconst loadBitmapFont = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Normal\n },\n name: \"loadBitmapFont\",\n test(url) {\n return validExtensions.includes(utils.path.extname(url).toLowerCase());\n },\n async testParse(data) {\n return TextFormat.test(data) || XMLStringFormat.test(data);\n },\n async parse(asset, data, loader) {\n const fontData = TextFormat.test(asset) ? TextFormat.parse(asset) : XMLStringFormat.parse(asset);\n const { src } = data;\n const { page: pages } = fontData;\n const textureUrls = [];\n for (let i = 0; i < pages.length; ++i) {\n const pageFile = pages[i].file;\n let imagePath = utils.path.join(utils.path.dirname(src), pageFile);\n imagePath = copySearchParams(imagePath, src);\n textureUrls.push(imagePath);\n }\n const loadedTextures = await loader.load(textureUrls);\n const textures = textureUrls.map((url) => loadedTextures[url]);\n return BitmapFont.install(fontData, textures, true);\n },\n async load(url, _options) {\n const response = await settings.ADAPTER.fetch(url);\n return response.text();\n },\n unload(bitmapFont) {\n bitmapFont.destroy();\n }\n};\nextensions.add(loadBitmapFont);\n\nexport { loadBitmapFont };\n//# sourceMappingURL=loadBitmapFont.mjs.map\n","var msdfFrag = \"// Pixi texture info\\r\\nvarying vec2 vTextureCoord;\\r\\nuniform sampler2D uSampler;\\r\\n\\r\\n// Tint\\r\\nuniform vec4 uColor;\\r\\n\\r\\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\\r\\nuniform float uFWidth;\\r\\n\\r\\nvoid main(void) {\\r\\n\\r\\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\\r\\n vec4 texColor = texture2D(uSampler, vTextureCoord);\\r\\n\\r\\n // MSDF\\r\\n float median = texColor.r + texColor.g + texColor.b -\\r\\n min(texColor.r, min(texColor.g, texColor.b)) -\\r\\n max(texColor.r, max(texColor.g, texColor.b));\\r\\n // SDF\\r\\n median = min(median, texColor.a);\\r\\n\\r\\n float screenPxDistance = uFWidth * (median - 0.5);\\r\\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\\r\\n if (median < 0.01) {\\r\\n alpha = 0.0;\\r\\n } else if (median > 0.99) {\\r\\n alpha = 1.0;\\r\\n }\\r\\n\\r\\n // Gamma correction for coverage-like alpha\\r\\n float luma = dot(uColor.rgb, vec3(0.299, 0.587, 0.114));\\r\\n float gamma = mix(1.0, 1.0 / 2.2, luma);\\r\\n float coverage = pow(uColor.a * alpha, gamma); \\r\\n\\r\\n // NPM Textures, NPM outputs\\r\\n gl_FragColor = vec4(uColor.rgb, coverage);\\r\\n}\\r\\n\";\n\nexport { msdfFrag as default };\n//# sourceMappingURL=msdf.mjs.map\n","var msdfVert = \"// Mesh material default fragment\\r\\nattribute vec2 aVertexPosition;\\r\\nattribute vec2 aTextureCoord;\\r\\n\\r\\nuniform mat3 projectionMatrix;\\r\\nuniform mat3 translationMatrix;\\r\\nuniform mat3 uTextureMatrix;\\r\\n\\r\\nvarying vec2 vTextureCoord;\\r\\n\\r\\nvoid main(void)\\r\\n{\\r\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\r\\n\\r\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\r\\n}\\r\\n\";\n\nexport { msdfVert as default };\n//# sourceMappingURL=msdf2.mjs.map\n","import { Color } from '@pixi/core';\nimport { generateFillStyle } from './generateFillStyle.mjs';\n\nfunction drawGlyph(canvas, context, metrics, x, y, resolution, style) {\n const char = metrics.text;\n const fontProperties = metrics.fontProperties;\n context.translate(x, y);\n context.scale(resolution, resolution);\n const tx = style.strokeThickness / 2;\n const ty = -(style.strokeThickness / 2);\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke;\n if (style.dropShadow) {\n const dropShadowColor = style.dropShadowColor;\n const dropShadowBlur = style.dropShadowBlur * resolution;\n const dropShadowDistance = style.dropShadowDistance * resolution;\n context.shadowColor = Color.shared.setValue(dropShadowColor).setAlpha(style.dropShadowAlpha).toRgbaString();\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance;\n } else {\n context.shadowColor = \"black\";\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n if (style.stroke && style.strokeThickness) {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill) {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n context.setTransform(1, 0, 0, 1, 0, 0);\n context.fillStyle = \"rgba(0, 0, 0, 0)\";\n}\n\nexport { drawGlyph };\n//# sourceMappingURL=drawGlyph.mjs.map\n","function extractCharCode(str) {\n return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0);\n}\n\nexport { extractCharCode };\n//# sourceMappingURL=extractCharCode.mjs.map\n","import { TEXT_GRADIENT } from '@pixi/text';\n\nfunction generateFillStyle(canvas, context, style, resolution, lines, metrics) {\n const fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n } else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n let gradient;\n const dropShadowCorrection = style.dropShadow ? style.dropShadowDistance : 0;\n const padding = style.padding || 0;\n const width = canvas.width / resolution - dropShadowCorrection - padding * 2;\n const height = canvas.height / resolution - dropShadowCorrection - padding * 2;\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n if (!fillGradientStops.length) {\n const lengthPlus1 = fill.length + 1;\n for (let i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n let lastIterationStop = 0;\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n const gradStopLineHeight = textHeight / height;\n for (let i = 0; i < lines.length; i++) {\n const thisLineTop = metrics.lineHeight * i;\n for (let j = 0; j < fill.length; j++) {\n let lineStop = 0;\n if (typeof fillGradientStops[j] === \"number\") {\n lineStop = fillGradientStops[j];\n } else {\n lineStop = j / fill.length;\n }\n const globalStop = thisLineTop / height + lineStop * gradStopLineHeight;\n let clampedStop = Math.max(lastIterationStop, globalStop);\n clampedStop = Math.min(clampedStop, 1);\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n } else {\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n for (let i = 0; i < fill.length; i++) {\n let stop;\n if (typeof fillGradientStops[i] === \"number\") {\n stop = fillGradientStops[i];\n } else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n}\n\nexport { generateFillStyle };\n//# sourceMappingURL=generateFillStyle.mjs.map\n","export { drawGlyph } from './drawGlyph.mjs';\nexport { extractCharCode } from './extractCharCode.mjs';\nexport { generateFillStyle } from './generateFillStyle.mjs';\nexport { resolveCharacters } from './resolveCharacters.mjs';\nexport { splitTextToCharacters } from './splitTextToCharacters.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { splitTextToCharacters } from './splitTextToCharacters.mjs';\n\nfunction resolveCharacters(chars) {\n if (typeof chars === \"string\") {\n chars = [chars];\n }\n const result = [];\n for (let i = 0, j = chars.length; i < j; i++) {\n const item = chars[i];\n if (Array.isArray(item)) {\n if (item.length !== 2) {\n throw new Error(`[BitmapFont]: Invalid character range length, expecting 2 got ${item.length}.`);\n }\n const startCode = item[0].charCodeAt(0);\n const endCode = item[1].charCodeAt(0);\n if (endCode < startCode) {\n throw new Error(\"[BitmapFont]: Invalid character range.\");\n }\n for (let i2 = startCode, j2 = endCode; i2 <= j2; i2++) {\n result.push(String.fromCharCode(i2));\n }\n } else {\n result.push(...splitTextToCharacters(item));\n }\n }\n if (result.length === 0) {\n throw new Error(\"[BitmapFont]: Empty set when resolving characters.\");\n }\n return result;\n}\n\nexport { resolveCharacters };\n//# sourceMappingURL=resolveCharacters.mjs.map\n","function splitTextToCharacters(text) {\n return Array.from ? Array.from(text) : text.split(\"\");\n}\n\nexport { splitTextToCharacters };\n//# sourceMappingURL=splitTextToCharacters.mjs.map\n","import { Texture, settings, Rectangle, utils } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { TextStyle } from '@pixi/text';\nimport { HTMLTextStyle } from './HTMLTextStyle.mjs';\n\nconst _HTMLText = class extends Sprite {\n constructor(text = \"\", style = {}) {\n super(Texture.EMPTY);\n this._text = null;\n this._style = null;\n this._autoResolution = true;\n this._loading = false;\n this.localStyleID = -1;\n this.dirty = false;\n this.ownsStyle = false;\n const image = new Image();\n const texture = Texture.from(image, {\n scaleMode: settings.SCALE_MODE,\n resourceOptions: {\n autoLoad: false\n }\n });\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n this.texture = texture;\n const nssvg = \"http://www.w3.org/2000/svg\";\n const nsxhtml = \"http://www.w3.org/1999/xhtml\";\n const svgRoot = document.createElementNS(nssvg, \"svg\");\n const foreignObject = document.createElementNS(nssvg, \"foreignObject\");\n const domElement = document.createElementNS(nsxhtml, \"div\");\n const styleElement = document.createElementNS(nsxhtml, \"style\");\n foreignObject.setAttribute(\"width\", \"10000\");\n foreignObject.setAttribute(\"height\", \"10000\");\n foreignObject.style.overflow = \"hidden\";\n svgRoot.appendChild(foreignObject);\n this.maxWidth = _HTMLText.defaultMaxWidth;\n this.maxHeight = _HTMLText.defaultMaxHeight;\n this._domElement = domElement;\n this._styleElement = styleElement;\n this._svgRoot = svgRoot;\n this._foreignObject = foreignObject;\n this._foreignObject.appendChild(styleElement);\n this._foreignObject.appendChild(domElement);\n this._image = image;\n this._loadImage = new Image();\n this._autoResolution = _HTMLText.defaultAutoResolution;\n this._resolution = _HTMLText.defaultResolution ?? settings.RESOLUTION;\n this.text = text;\n this.style = style;\n }\n measureText(overrides) {\n const { text, style, resolution } = Object.assign({\n text: this._text,\n style: this._style,\n resolution: this._resolution\n }, overrides);\n Object.assign(this._domElement, {\n innerHTML: text,\n style: style.toCSS(resolution)\n });\n this._styleElement.textContent = style.toGlobalCSS();\n document.body.appendChild(this._svgRoot);\n const contentBounds = this._domElement.getBoundingClientRect();\n this._svgRoot.remove();\n const contentWidth = Math.min(this.maxWidth, Math.ceil(contentBounds.width));\n const contentHeight = Math.min(this.maxHeight, Math.ceil(contentBounds.height));\n this._svgRoot.setAttribute(\"width\", contentWidth.toString());\n this._svgRoot.setAttribute(\"height\", contentHeight.toString());\n if (text !== this._text) {\n this._domElement.innerHTML = this._text;\n }\n if (style !== this._style) {\n Object.assign(this._domElement, { style: this._style?.toCSS(resolution) });\n this._styleElement.textContent = this._style?.toGlobalCSS();\n }\n return {\n width: contentWidth + style.padding * 2,\n height: contentHeight + style.padding * 2\n };\n }\n async updateText(respectDirty = true) {\n const { style, _image: image, _loadImage: loadImage } = this;\n if (this.localStyleID !== style.styleID) {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n if (!this.dirty && respectDirty) {\n return;\n }\n const { width, height } = this.measureText();\n image.width = loadImage.width = Math.ceil(Math.max(1, width));\n image.height = loadImage.height = Math.ceil(Math.max(1, height));\n if (!this._loading) {\n this._loading = true;\n await new Promise((resolve) => {\n loadImage.onload = async () => {\n await style.onBeforeDraw();\n this._loading = false;\n image.src = loadImage.src;\n loadImage.onload = null;\n loadImage.src = \"\";\n this.updateTexture();\n resolve();\n };\n const svgURL = new XMLSerializer().serializeToString(this._svgRoot);\n loadImage.src = `data:image/svg+xml;charset=utf8,${encodeURIComponent(svgURL)}`;\n });\n }\n }\n get source() {\n return this._image;\n }\n updateTexture() {\n const { style, texture, _image: image, resolution } = this;\n const { padding } = style;\n const { baseTexture } = texture;\n texture.trim.width = texture._frame.width = image.width / resolution;\n texture.trim.height = texture._frame.height = image.height / resolution;\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n texture.orig.width = texture._frame.width - padding * 2;\n texture.orig.height = texture._frame.height - padding * 2;\n this._onTextureUpdate();\n baseTexture.setRealSize(image.width, image.height, resolution);\n this.dirty = false;\n }\n _render(renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n super._render(renderer);\n }\n _renderCanvas(renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n super._renderCanvas(renderer);\n }\n getLocalBounds(rect) {\n this.updateText(true);\n return super.getLocalBounds(rect);\n }\n _calculateBounds() {\n this.updateText(true);\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n _onStyleChange() {\n this.dirty = true;\n }\n destroy(options) {\n if (typeof options === \"boolean\") {\n options = { children: options };\n }\n options = Object.assign({}, _HTMLText.defaultDestroyOptions, options);\n super.destroy(options);\n const forceClear = null;\n if (this.ownsStyle) {\n this._style?.cleanFonts();\n }\n this._style = forceClear;\n this._svgRoot?.remove();\n this._svgRoot = forceClear;\n this._domElement?.remove();\n this._domElement = forceClear;\n this._foreignObject?.remove();\n this._foreignObject = forceClear;\n this._styleElement?.remove();\n this._styleElement = forceClear;\n this._loadImage.src = \"\";\n this._loadImage.onload = null;\n this._loadImage = forceClear;\n this._image.src = \"\";\n this._image = forceClear;\n }\n get width() {\n this.updateText(true);\n return Math.abs(this.scale.x) * this._image.width / this.resolution;\n }\n set width(value) {\n this.updateText(true);\n const s = utils.sign(this.scale.x) || 1;\n this.scale.x = s * value / this._image.width / this.resolution;\n this._width = value;\n }\n get height() {\n this.updateText(true);\n return Math.abs(this.scale.y) * this._image.height / this.resolution;\n }\n set height(value) {\n this.updateText(true);\n const s = utils.sign(this.scale.y) || 1;\n this.scale.y = s * value / this._image.height / this.resolution;\n this._height = value;\n }\n get style() {\n return this._style;\n }\n set style(style) {\n if (this._style === style) {\n return;\n }\n style = style || {};\n if (style instanceof HTMLTextStyle) {\n this.ownsStyle = false;\n this._style = style;\n } else if (style instanceof TextStyle) {\n console.warn(\"[HTMLText] Cloning TextStyle, if this is not what you want, use HTMLTextStyle\");\n this.ownsStyle = true;\n this._style = HTMLTextStyle.from(style);\n } else {\n this.ownsStyle = true;\n this._style = new HTMLTextStyle(style);\n }\n this.localStyleID = -1;\n this.dirty = true;\n }\n get text() {\n return this._text;\n }\n set text(text) {\n text = String(text === \"\" || text === null || text === void 0 ? \" \" : text);\n text = this.sanitiseText(text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n get resolution() {\n return this._resolution;\n }\n set resolution(value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n }\n sanitiseText(text) {\n return text.replace(/
/gi, \"
\").replace(/
/gi, \"
\").replace(/ /gi, \" \");\n }\n};\nlet HTMLText = _HTMLText;\nHTMLText.defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true\n};\nHTMLText.defaultMaxWidth = 2024;\nHTMLText.defaultMaxHeight = 2024;\nHTMLText.defaultAutoResolution = true;\n\nexport { HTMLText };\n//# sourceMappingURL=HTMLText.mjs.map\n","import { settings, utils } from '@pixi/core';\nimport { TextStyle } from '@pixi/text';\n\nconst _HTMLTextStyle = class extends TextStyle {\n constructor() {\n super(...arguments);\n this._fonts = [];\n this._overrides = [];\n this._stylesheet = \"\";\n this.fontsDirty = false;\n }\n static from(originalStyle) {\n return new _HTMLTextStyle(Object.keys(_HTMLTextStyle.defaultOptions).reduce((obj, prop) => ({ ...obj, [prop]: originalStyle[prop] }), {}));\n }\n cleanFonts() {\n if (this._fonts.length > 0) {\n this._fonts.forEach((font) => {\n URL.revokeObjectURL(font.src);\n font.refs--;\n if (font.refs === 0) {\n if (font.fontFace) {\n document.fonts.delete(font.fontFace);\n }\n delete _HTMLTextStyle.availableFonts[font.originalUrl];\n }\n });\n this.fontFamily = \"Arial\";\n this._fonts.length = 0;\n this.styleID++;\n this.fontsDirty = true;\n }\n }\n loadFont(url, options = {}) {\n const { availableFonts } = _HTMLTextStyle;\n if (availableFonts[url]) {\n const font = availableFonts[url];\n this._fonts.push(font);\n font.refs++;\n this.styleID++;\n this.fontsDirty = true;\n return Promise.resolve();\n }\n return settings.ADAPTER.fetch(url).then((response) => response.blob()).then(async (blob) => new Promise((resolve, reject) => {\n const src = URL.createObjectURL(blob);\n const reader = new FileReader();\n reader.onload = () => resolve([src, reader.result]);\n reader.onerror = reject;\n reader.readAsDataURL(blob);\n })).then(async ([src, dataSrc]) => {\n const font = Object.assign({\n family: utils.path.basename(url, utils.path.extname(url)),\n weight: \"normal\",\n style: \"normal\",\n src,\n dataSrc,\n refs: 1,\n originalUrl: url,\n fontFace: null\n }, options);\n availableFonts[url] = font;\n this._fonts.push(font);\n this.styleID++;\n const fontFace = new FontFace(font.family, `url(${font.src})`, {\n weight: font.weight,\n style: font.style\n });\n font.fontFace = fontFace;\n await fontFace.load();\n document.fonts.add(fontFace);\n await document.fonts.ready;\n this.styleID++;\n this.fontsDirty = true;\n });\n }\n addOverride(...value) {\n const toAdd = value.filter((v) => !this._overrides.includes(v));\n if (toAdd.length > 0) {\n this._overrides.push(...toAdd);\n this.styleID++;\n }\n }\n removeOverride(...value) {\n const toRemove = value.filter((v) => this._overrides.includes(v));\n if (toRemove.length > 0) {\n this._overrides = this._overrides.filter((v) => !toRemove.includes(v));\n this.styleID++;\n }\n }\n toCSS(scale) {\n return [\n `transform: scale(${scale})`,\n `transform-origin: top left`,\n \"display: inline-block\",\n `color: ${this.normalizeColor(this.fill)}`,\n `font-size: ${this.fontSize}px`,\n `font-family: ${this.fontFamily}`,\n `font-weight: ${this.fontWeight}`,\n `font-style: ${this.fontStyle}`,\n `font-variant: ${this.fontVariant}`,\n `letter-spacing: ${this.letterSpacing}px`,\n `text-align: ${this.align}`,\n `padding: ${this.padding}px`,\n `white-space: ${this.whiteSpace}`,\n ...this.lineHeight ? [`line-height: ${this.lineHeight}px`] : [],\n ...this.wordWrap ? [\n `word-wrap: ${this.breakWords ? \"break-all\" : \"break-word\"}`,\n `max-width: ${this.wordWrapWidth}px`\n ] : [],\n ...this.strokeThickness ? [\n `-webkit-text-stroke-width: ${this.strokeThickness}px`,\n `-webkit-text-stroke-color: ${this.normalizeColor(this.stroke)}`,\n `text-stroke-width: ${this.strokeThickness}px`,\n `text-stroke-color: ${this.normalizeColor(this.stroke)}`,\n \"paint-order: stroke\"\n ] : [],\n ...this.dropShadow ? [this.dropShadowToCSS()] : [],\n ...this._overrides\n ].join(\";\");\n }\n toGlobalCSS() {\n return this._fonts.reduce((result, font) => `${result}\n @font-face {\n font-family: \"${font.family}\";\n src: url('${font.dataSrc}');\n font-weight: ${font.weight};\n font-style: ${font.style}; \n }`, this._stylesheet);\n }\n get stylesheet() {\n return this._stylesheet;\n }\n set stylesheet(value) {\n if (this._stylesheet !== value) {\n this._stylesheet = value;\n this.styleID++;\n }\n }\n normalizeColor(color) {\n if (Array.isArray(color)) {\n color = utils.rgb2hex(color);\n }\n if (typeof color === \"number\") {\n return utils.hex2string(color);\n }\n return color;\n }\n dropShadowToCSS() {\n let color = this.normalizeColor(this.dropShadowColor);\n const alpha = this.dropShadowAlpha;\n const x = Math.round(Math.cos(this.dropShadowAngle) * this.dropShadowDistance);\n const y = Math.round(Math.sin(this.dropShadowAngle) * this.dropShadowDistance);\n if (color.startsWith(\"#\") && alpha < 1) {\n color += (alpha * 255 | 0).toString(16).padStart(2, \"0\");\n }\n const position = `${x}px ${y}px`;\n if (this.dropShadowBlur > 0) {\n return `text-shadow: ${position} ${this.dropShadowBlur}px ${color}`;\n }\n return `text-shadow: ${position} ${color}`;\n }\n reset() {\n Object.assign(this, _HTMLTextStyle.defaultOptions);\n }\n onBeforeDraw() {\n const { fontsDirty: prevFontsDirty } = this;\n this.fontsDirty = false;\n if (this.isSafari && this._fonts.length > 0 && prevFontsDirty) {\n return new Promise((resolve) => setTimeout(resolve, 100));\n }\n return Promise.resolve();\n }\n get isSafari() {\n const { userAgent } = settings.ADAPTER.getNavigator();\n return /^((?!chrome|android).)*safari/i.test(userAgent);\n }\n set fillGradientStops(_value) {\n console.warn(\"[HTMLTextStyle] fillGradientStops is not supported by HTMLText\");\n }\n get fillGradientStops() {\n return super.fillGradientStops;\n }\n set fillGradientType(_value) {\n console.warn(\"[HTMLTextStyle] fillGradientType is not supported by HTMLText\");\n }\n get fillGradientType() {\n return super.fillGradientType;\n }\n set miterLimit(_value) {\n console.warn(\"[HTMLTextStyle] miterLimit is not supported by HTMLText\");\n }\n get miterLimit() {\n return super.miterLimit;\n }\n set trim(_value) {\n console.warn(\"[HTMLTextStyle] trim is not supported by HTMLText\");\n }\n get trim() {\n return super.trim;\n }\n set textBaseline(_value) {\n console.warn(\"[HTMLTextStyle] textBaseline is not supported by HTMLText\");\n }\n get textBaseline() {\n return super.textBaseline;\n }\n set leading(_value) {\n console.warn(\"[HTMLTextStyle] leading is not supported by HTMLText\");\n }\n get leading() {\n return super.leading;\n }\n set lineJoin(_value) {\n console.warn(\"[HTMLTextStyle] lineJoin is not supported by HTMLText\");\n }\n get lineJoin() {\n return super.lineJoin;\n }\n};\nlet HTMLTextStyle = _HTMLTextStyle;\nHTMLTextStyle.availableFonts = {};\nHTMLTextStyle.defaultOptions = {\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 fontFamily: \"Arial\",\n fontSize: 26,\n fontStyle: \"normal\",\n fontVariant: \"normal\",\n fontWeight: \"normal\",\n letterSpacing: 0,\n lineHeight: 0,\n padding: 0,\n stroke: \"black\",\n strokeThickness: 0,\n whiteSpace: \"normal\",\n wordWrap: false,\n wordWrapWidth: 100\n};\n\nexport { HTMLTextStyle };\n//# sourceMappingURL=HTMLTextStyle.mjs.map\n","export { HTMLText } from './HTMLText.mjs';\nexport { HTMLTextStyle } from './HTMLTextStyle.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { settings, Texture, Rectangle, utils, Color } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { TEXT_GRADIENT } from './const.mjs';\nimport { TextMetrics } from './TextMetrics.mjs';\nimport { TextStyle } from './TextStyle.mjs';\n\nconst defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true\n};\nconst _Text = class extends Sprite {\n constructor(text, style, canvas) {\n let ownCanvas = false;\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n ownCanvas = true;\n }\n canvas.width = 3;\n canvas.height = 3;\n const texture = Texture.from(canvas);\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n super(texture);\n this._ownCanvas = ownCanvas;\n this.canvas = canvas;\n this.context = canvas.getContext(\"2d\", {\n willReadFrequently: true\n });\n this._resolution = _Text.defaultResolution ?? settings.RESOLUTION;\n this._autoResolution = _Text.defaultAutoResolution;\n this._text = null;\n this._style = null;\n this._styleListener = null;\n this._font = \"\";\n this.text = text;\n this.style = style;\n this.localStyleID = -1;\n }\n static get experimentalLetterSpacing() {\n return TextMetrics.experimentalLetterSpacing;\n }\n static set experimentalLetterSpacing(value) {\n utils.deprecation(\"7.1.0\", \"Text.experimentalLetterSpacing is deprecated, use TextMetrics.experimentalLetterSpacing\");\n TextMetrics.experimentalLetterSpacing = value;\n }\n updateText(respectDirty) {\n const style = this._style;\n if (this.localStyleID !== style.styleID) {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n if (!this.dirty && respectDirty) {\n return;\n }\n this._font = this._style.toFontString();\n const context = this.context;\n const measured = TextMetrics.measureText(this._text || \" \", this._style, this._style.wordWrap, this.canvas);\n const width = measured.width;\n const height = measured.height;\n const lines = measured.lines;\n const lineHeight = measured.lineHeight;\n const lineWidths = measured.lineWidths;\n const maxLineWidth = measured.maxLineWidth;\n const fontProperties = measured.fontProperties;\n this.canvas.width = Math.ceil(Math.ceil(Math.max(1, width) + style.padding * 2) * this._resolution);\n this.canvas.height = Math.ceil(Math.ceil(Math.max(1, height) + style.padding * 2) * this._resolution);\n context.scale(this._resolution, this._resolution);\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n let linePositionX;\n let linePositionY;\n const passesCount = style.dropShadow ? 2 : 1;\n for (let i = 0; i < passesCount; ++i) {\n const isShadowPass = style.dropShadow && i === 0;\n const dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + style.padding * 2) : 0;\n const dsOffsetShadow = dsOffsetText * this._resolution;\n if (isShadowPass) {\n context.fillStyle = \"black\";\n context.strokeStyle = \"black\";\n const dropShadowColor = style.dropShadowColor;\n const dropShadowBlur = style.dropShadowBlur * this._resolution;\n const dropShadowDistance = style.dropShadowDistance * this._resolution;\n context.shadowColor = Color.shared.setValue(dropShadowColor).setAlpha(style.dropShadowAlpha).toRgbaString();\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance + dsOffsetShadow;\n } else {\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n context.strokeStyle = style.stroke;\n context.shadowColor = \"black\";\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n let linePositionYShift = (lineHeight - fontProperties.fontSize) / 2;\n if (lineHeight - fontProperties.fontSize < 0) {\n linePositionYShift = 0;\n }\n for (let i2 = 0; i2 < lines.length; i2++) {\n linePositionX = style.strokeThickness / 2;\n linePositionY = style.strokeThickness / 2 + i2 * lineHeight + fontProperties.ascent + linePositionYShift;\n if (style.align === \"right\") {\n linePositionX += maxLineWidth - lineWidths[i2];\n } else if (style.align === \"center\") {\n linePositionX += (maxLineWidth - lineWidths[i2]) / 2;\n }\n if (style.stroke && style.strokeThickness) {\n this.drawLetterSpacing(lines[i2], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true);\n }\n if (style.fill) {\n this.drawLetterSpacing(lines[i2], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText);\n }\n }\n }\n this.updateTexture();\n }\n drawLetterSpacing(text, x, y, isStroke = false) {\n const style = this._style;\n const letterSpacing = style.letterSpacing;\n let useExperimentalLetterSpacing = false;\n if (TextMetrics.experimentalLetterSpacingSupported) {\n if (TextMetrics.experimentalLetterSpacing) {\n this.context.letterSpacing = `${letterSpacing}px`;\n this.context.textLetterSpacing = `${letterSpacing}px`;\n useExperimentalLetterSpacing = true;\n } else {\n this.context.letterSpacing = \"0px\";\n this.context.textLetterSpacing = \"0px\";\n }\n }\n if (letterSpacing === 0 || useExperimentalLetterSpacing) {\n if (isStroke) {\n this.context.strokeText(text, x, y);\n } else {\n this.context.fillText(text, x, y);\n }\n return;\n }\n let currentPosition = x;\n const stringArray = TextMetrics.graphemeSegmenter(text);\n let previousWidth = this.context.measureText(text).width;\n let currentWidth = 0;\n for (let i = 0; i < stringArray.length; ++i) {\n const currentChar = stringArray[i];\n if (isStroke) {\n this.context.strokeText(currentChar, currentPosition, y);\n } else {\n this.context.fillText(currentChar, currentPosition, y);\n }\n let textStr = \"\";\n for (let j = i + 1; j < stringArray.length; ++j) {\n textStr += stringArray[j];\n }\n currentWidth = this.context.measureText(textStr).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n }\n updateTexture() {\n const canvas = this.canvas;\n if (this._style.trim) {\n const trimmed = utils.trimCanvas(canvas);\n if (trimmed.data) {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n const texture = this._texture;\n const style = this._style;\n const padding = style.trim ? 0 : style.padding;\n const baseTexture = texture.baseTexture;\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 texture.orig.width = texture._frame.width - padding * 2;\n texture.orig.height = texture._frame.height - padding * 2;\n this._onTextureUpdate();\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n texture.updateUvs();\n this.dirty = false;\n }\n _render(renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n super._render(renderer);\n }\n updateTransform() {\n this.updateText(true);\n super.updateTransform();\n }\n getBounds(skipUpdate, rect) {\n this.updateText(true);\n if (this._textureID === -1) {\n skipUpdate = false;\n }\n return super.getBounds(skipUpdate, rect);\n }\n getLocalBounds(rect) {\n this.updateText(true);\n return super.getLocalBounds.call(this, rect);\n }\n _calculateBounds() {\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n _generateFillStyle(style, lines, metrics) {\n const fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n } else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n let gradient;\n const dropShadowCorrection = style.dropShadow ? style.dropShadowDistance : 0;\n const padding = style.padding || 0;\n const width = this.canvas.width / this._resolution - dropShadowCorrection - padding * 2;\n const height = this.canvas.height / this._resolution - dropShadowCorrection - padding * 2;\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n if (!fillGradientStops.length) {\n const lengthPlus1 = fill.length + 1;\n for (let i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n for (let i = 0; i < lines.length; i++) {\n const lastLineBottom = metrics.lineHeight * (i - 1) + textHeight;\n const thisLineTop = metrics.lineHeight * i;\n let thisLineGradientStart = thisLineTop;\n if (i > 0 && lastLineBottom > thisLineTop) {\n thisLineGradientStart = (thisLineTop + lastLineBottom) / 2;\n }\n const thisLineBottom = thisLineTop + textHeight;\n const nextLineTop = metrics.lineHeight * (i + 1);\n let thisLineGradientEnd = thisLineBottom;\n if (i + 1 < lines.length && nextLineTop < thisLineBottom) {\n thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2;\n }\n const gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height;\n for (let j = 0; j < fill.length; j++) {\n let lineStop = 0;\n if (typeof fillGradientStops[j] === \"number\") {\n lineStop = fillGradientStops[j];\n } else {\n lineStop = j / fill.length;\n }\n let globalStop = Math.min(1, Math.max(0, thisLineGradientStart / height + lineStop * gradStopLineHeight));\n globalStop = Number(globalStop.toFixed(5));\n gradient.addColorStop(globalStop, fill[j]);\n }\n }\n } else {\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n for (let i = 0; i < fill.length; i++) {\n let stop;\n if (typeof fillGradientStops[i] === \"number\") {\n stop = fillGradientStops[i];\n } else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n }\n destroy(options) {\n if (typeof options === \"boolean\") {\n options = { children: options };\n }\n options = Object.assign({}, defaultDestroyOptions, options);\n super.destroy(options);\n if (this._ownCanvas) {\n this.canvas.height = this.canvas.width = 0;\n }\n this.context = null;\n this.canvas = null;\n this._style = null;\n }\n get width() {\n this.updateText(true);\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n set width(value) {\n this.updateText(true);\n const s = utils.sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n get height() {\n this.updateText(true);\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n set height(value) {\n this.updateText(true);\n const s = utils.sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n get style() {\n return this._style;\n }\n set style(style) {\n style = style || {};\n if (style instanceof TextStyle) {\n this._style = style;\n } else {\n this._style = new TextStyle(style);\n }\n this.localStyleID = -1;\n this.dirty = true;\n }\n get text() {\n return this._text;\n }\n set text(text) {\n text = String(text === null || text === void 0 ? \"\" : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n get resolution() {\n return this._resolution;\n }\n set resolution(value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n }\n};\nlet Text = _Text;\nText.defaultAutoResolution = true;\n\nexport { Text };\n//# sourceMappingURL=Text.mjs.map\n","import { settings } from '@pixi/core';\n\nconst contextSettings = {\n willReadFrequently: true\n};\nconst _TextMetrics = class {\n static get experimentalLetterSpacingSupported() {\n let result = _TextMetrics._experimentalLetterSpacingSupported;\n if (result !== void 0) {\n const proto = settings.ADAPTER.getCanvasRenderingContext2D().prototype;\n result = _TextMetrics._experimentalLetterSpacingSupported = \"letterSpacing\" in proto || \"textLetterSpacing\" in proto;\n }\n return result;\n }\n constructor(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) {\n this.text = text;\n this.style = style;\n this.width = width;\n this.height = height;\n this.lines = lines;\n this.lineWidths = lineWidths;\n this.lineHeight = lineHeight;\n this.maxLineWidth = maxLineWidth;\n this.fontProperties = fontProperties;\n }\n static measureText(text, style, wordWrap, canvas = _TextMetrics._canvas) {\n wordWrap = wordWrap === void 0 || wordWrap === null ? style.wordWrap : wordWrap;\n const font = style.toFontString();\n const fontProperties = _TextMetrics.measureFont(font);\n if (fontProperties.fontSize === 0) {\n fontProperties.fontSize = style.fontSize;\n fontProperties.ascent = style.fontSize;\n }\n const context = canvas.getContext(\"2d\", contextSettings);\n context.font = font;\n const outputText = wordWrap ? _TextMetrics.wordWrap(text, style, canvas) : text;\n const lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n const lineWidths = new Array(lines.length);\n let maxLineWidth = 0;\n for (let i = 0; i < lines.length; i++) {\n const lineWidth = _TextMetrics._measureText(lines[i], style.letterSpacing, context);\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n let width = maxLineWidth + style.strokeThickness;\n if (style.dropShadow) {\n width += style.dropShadowDistance;\n }\n const lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n let height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness * 2) + (lines.length - 1) * (lineHeight + style.leading);\n if (style.dropShadow) {\n height += style.dropShadowDistance;\n }\n return new _TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties);\n }\n static _measureText(text, letterSpacing, context) {\n let useExperimentalLetterSpacing = false;\n if (_TextMetrics.experimentalLetterSpacingSupported) {\n if (_TextMetrics.experimentalLetterSpacing) {\n context.letterSpacing = `${letterSpacing}px`;\n context.textLetterSpacing = `${letterSpacing}px`;\n useExperimentalLetterSpacing = true;\n } else {\n context.letterSpacing = \"0px\";\n context.textLetterSpacing = \"0px\";\n }\n }\n let width = context.measureText(text).width;\n if (width > 0) {\n if (useExperimentalLetterSpacing) {\n width -= letterSpacing;\n } else {\n width += (_TextMetrics.graphemeSegmenter(text).length - 1) * letterSpacing;\n }\n }\n return width;\n }\n static wordWrap(text, style, canvas = _TextMetrics._canvas) {\n const context = canvas.getContext(\"2d\", contextSettings);\n let width = 0;\n let line = \"\";\n let lines = \"\";\n const cache = /* @__PURE__ */ Object.create(null);\n const { letterSpacing, whiteSpace } = style;\n const collapseSpaces = _TextMetrics.collapseSpaces(whiteSpace);\n const collapseNewlines = _TextMetrics.collapseNewlines(whiteSpace);\n let canPrependSpaces = !collapseSpaces;\n const wordWrapWidth = style.wordWrapWidth + letterSpacing;\n const tokens = _TextMetrics.tokenize(text);\n for (let i = 0; i < tokens.length; i++) {\n let token = tokens[i];\n if (_TextMetrics.isNewline(token)) {\n if (!collapseNewlines) {\n lines += _TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = \"\";\n width = 0;\n continue;\n }\n token = \" \";\n }\n if (collapseSpaces) {\n const currIsBreakingSpace = _TextMetrics.isBreakingSpace(token);\n const lastIsBreakingSpace = _TextMetrics.isBreakingSpace(line[line.length - 1]);\n if (currIsBreakingSpace && lastIsBreakingSpace) {\n continue;\n }\n }\n const tokenWidth = _TextMetrics.getFromCache(token, letterSpacing, cache, context);\n if (tokenWidth > wordWrapWidth) {\n if (line !== \"\") {\n lines += _TextMetrics.addLine(line);\n line = \"\";\n width = 0;\n }\n if (_TextMetrics.canBreakWords(token, style.breakWords)) {\n const characters = _TextMetrics.wordWrapSplit(token);\n for (let j = 0; j < characters.length; j++) {\n let char = characters[j];\n let lastChar = char;\n let k = 1;\n while (characters[j + k]) {\n const nextChar = characters[j + k];\n if (!_TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) {\n char += nextChar;\n } else {\n break;\n }\n lastChar = nextChar;\n k++;\n }\n j += k - 1;\n const characterWidth = _TextMetrics.getFromCache(char, letterSpacing, cache, context);\n if (characterWidth + width > wordWrapWidth) {\n lines += _TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = \"\";\n width = 0;\n }\n line += char;\n width += characterWidth;\n }\n } else {\n if (line.length > 0) {\n lines += _TextMetrics.addLine(line);\n line = \"\";\n width = 0;\n }\n const isLastToken = i === tokens.length - 1;\n lines += _TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = \"\";\n width = 0;\n }\n } else {\n if (tokenWidth + width > wordWrapWidth) {\n canPrependSpaces = false;\n lines += _TextMetrics.addLine(line);\n line = \"\";\n width = 0;\n }\n if (line.length > 0 || !_TextMetrics.isBreakingSpace(token) || canPrependSpaces) {\n line += token;\n width += tokenWidth;\n }\n }\n }\n lines += _TextMetrics.addLine(line, false);\n return lines;\n }\n static addLine(line, newLine = true) {\n line = _TextMetrics.trimRight(line);\n line = newLine ? `${line}\n` : line;\n return line;\n }\n static getFromCache(key, letterSpacing, cache, context) {\n let width = cache[key];\n if (typeof width !== \"number\") {\n width = _TextMetrics._measureText(key, letterSpacing, context) + letterSpacing;\n cache[key] = width;\n }\n return width;\n }\n static collapseSpaces(whiteSpace) {\n return whiteSpace === \"normal\" || whiteSpace === \"pre-line\";\n }\n static collapseNewlines(whiteSpace) {\n return whiteSpace === \"normal\";\n }\n static trimRight(text) {\n if (typeof text !== \"string\") {\n return \"\";\n }\n for (let i = text.length - 1; i >= 0; i--) {\n const char = text[i];\n if (!_TextMetrics.isBreakingSpace(char)) {\n break;\n }\n text = text.slice(0, -1);\n }\n return text;\n }\n static isNewline(char) {\n if (typeof char !== \"string\") {\n return false;\n }\n return _TextMetrics._newlines.includes(char.charCodeAt(0));\n }\n static isBreakingSpace(char, _nextChar) {\n if (typeof char !== \"string\") {\n return false;\n }\n return _TextMetrics._breakingSpaces.includes(char.charCodeAt(0));\n }\n static tokenize(text) {\n const tokens = [];\n let token = \"\";\n if (typeof text !== \"string\") {\n return tokens;\n }\n for (let i = 0; i < text.length; i++) {\n const char = text[i];\n const nextChar = text[i + 1];\n if (_TextMetrics.isBreakingSpace(char, nextChar) || _TextMetrics.isNewline(char)) {\n if (token !== \"\") {\n tokens.push(token);\n token = \"\";\n }\n tokens.push(char);\n continue;\n }\n token += char;\n }\n if (token !== \"\") {\n tokens.push(token);\n }\n return tokens;\n }\n static canBreakWords(_token, breakWords) {\n return breakWords;\n }\n static canBreakChars(_char, _nextChar, _token, _index, _breakWords) {\n return true;\n }\n static wordWrapSplit(token) {\n return _TextMetrics.graphemeSegmenter(token);\n }\n static measureFont(font) {\n if (_TextMetrics._fonts[font]) {\n return _TextMetrics._fonts[font];\n }\n const properties = {\n ascent: 0,\n descent: 0,\n fontSize: 0\n };\n const canvas = _TextMetrics._canvas;\n const context = _TextMetrics._context;\n context.font = font;\n const metricsString = _TextMetrics.METRICS_STRING + _TextMetrics.BASELINE_SYMBOL;\n const width = Math.ceil(context.measureText(metricsString).width);\n let baseline = Math.ceil(context.measureText(_TextMetrics.BASELINE_SYMBOL).width);\n const height = Math.ceil(_TextMetrics.HEIGHT_MULTIPLIER * baseline);\n baseline = baseline * _TextMetrics.BASELINE_MULTIPLIER | 0;\n if (width === 0 || height === 0) {\n _TextMetrics._fonts[font] = properties;\n return properties;\n }\n canvas.width = width;\n canvas.height = height;\n context.fillStyle = \"#f00\";\n context.fillRect(0, 0, width, height);\n context.font = font;\n context.textBaseline = \"alphabetic\";\n context.fillStyle = \"#000\";\n context.fillText(metricsString, 0, baseline);\n const imagedata = context.getImageData(0, 0, width, height).data;\n const pixels = imagedata.length;\n const line = width * 4;\n let i = 0;\n let idx = 0;\n let stop = false;\n for (i = 0; i < baseline; ++i) {\n for (let j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx += line;\n } else {\n break;\n }\n }\n properties.ascent = baseline - i;\n idx = pixels - line;\n stop = false;\n for (i = height; i > baseline; --i) {\n for (let j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx -= line;\n } else {\n break;\n }\n }\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n _TextMetrics._fonts[font] = properties;\n return properties;\n }\n static clearMetrics(font = \"\") {\n if (font) {\n delete _TextMetrics._fonts[font];\n } else {\n _TextMetrics._fonts = {};\n }\n }\n static get _canvas() {\n if (!_TextMetrics.__canvas) {\n let canvas;\n try {\n const c = new OffscreenCanvas(0, 0);\n const context = c.getContext(\"2d\", contextSettings);\n if (context?.measureText) {\n _TextMetrics.__canvas = c;\n return c;\n }\n canvas = settings.ADAPTER.createCanvas();\n } catch (ex) {\n canvas = settings.ADAPTER.createCanvas();\n }\n canvas.width = canvas.height = 10;\n _TextMetrics.__canvas = canvas;\n }\n return _TextMetrics.__canvas;\n }\n static get _context() {\n if (!_TextMetrics.__context) {\n _TextMetrics.__context = _TextMetrics._canvas.getContext(\"2d\", contextSettings);\n }\n return _TextMetrics.__context;\n }\n};\nlet TextMetrics = _TextMetrics;\nTextMetrics.METRICS_STRING = \"|\\xC9q\\xC5\";\nTextMetrics.BASELINE_SYMBOL = \"M\";\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\nTextMetrics.HEIGHT_MULTIPLIER = 2;\nTextMetrics.graphemeSegmenter = (() => {\n if (typeof Intl?.Segmenter === \"function\") {\n const segmenter = new Intl.Segmenter();\n return (s) => [...segmenter.segment(s)].map((x) => x.segment);\n }\n return (s) => [...s];\n})();\nTextMetrics.experimentalLetterSpacing = false;\nTextMetrics._fonts = {};\nTextMetrics._newlines = [\n 10,\n 13\n];\nTextMetrics._breakingSpaces = [\n 9,\n 32,\n 8192,\n 8193,\n 8194,\n 8195,\n 8196,\n 8197,\n 8198,\n 8200,\n 8201,\n 8202,\n 8287,\n 12288\n];\n\nexport { TextMetrics };\n//# sourceMappingURL=TextMetrics.mjs.map\n","import { TEXT_GRADIENT } from './const.mjs';\nimport { Color } from '@pixi/core';\n\nconst genericFontFamilies = [\n \"serif\",\n \"sans-serif\",\n \"monospace\",\n \"cursive\",\n \"fantasy\",\n \"system-ui\"\n];\nconst _TextStyle = class {\n constructor(style) {\n this.styleID = 0;\n this.reset();\n deepCopyProperties(this, style, style);\n }\n clone() {\n const clonedProperties = {};\n deepCopyProperties(clonedProperties, this, _TextStyle.defaultStyle);\n return new _TextStyle(clonedProperties);\n }\n reset() {\n deepCopyProperties(this, _TextStyle.defaultStyle, _TextStyle.defaultStyle);\n }\n get align() {\n return this._align;\n }\n set align(align) {\n if (this._align !== align) {\n this._align = align;\n this.styleID++;\n }\n }\n get breakWords() {\n return this._breakWords;\n }\n set breakWords(breakWords) {\n if (this._breakWords !== breakWords) {\n this._breakWords = breakWords;\n this.styleID++;\n }\n }\n get dropShadow() {\n return this._dropShadow;\n }\n set dropShadow(dropShadow) {\n if (this._dropShadow !== dropShadow) {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n }\n get dropShadowAlpha() {\n return this._dropShadowAlpha;\n }\n set dropShadowAlpha(dropShadowAlpha) {\n if (this._dropShadowAlpha !== dropShadowAlpha) {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n }\n get dropShadowAngle() {\n return this._dropShadowAngle;\n }\n set dropShadowAngle(dropShadowAngle) {\n if (this._dropShadowAngle !== dropShadowAngle) {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n }\n get dropShadowBlur() {\n return this._dropShadowBlur;\n }\n set dropShadowBlur(dropShadowBlur) {\n if (this._dropShadowBlur !== dropShadowBlur) {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n }\n get dropShadowColor() {\n return this._dropShadowColor;\n }\n set dropShadowColor(dropShadowColor) {\n const outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor) {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n }\n get dropShadowDistance() {\n return this._dropShadowDistance;\n }\n set dropShadowDistance(dropShadowDistance) {\n if (this._dropShadowDistance !== dropShadowDistance) {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n }\n get fill() {\n return this._fill;\n }\n set fill(fill) {\n const outputColor = getColor(fill);\n if (this._fill !== outputColor) {\n this._fill = outputColor;\n this.styleID++;\n }\n }\n get fillGradientType() {\n return this._fillGradientType;\n }\n set fillGradientType(fillGradientType) {\n if (this._fillGradientType !== fillGradientType) {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n }\n get fillGradientStops() {\n return this._fillGradientStops;\n }\n set fillGradientStops(fillGradientStops) {\n if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n }\n get fontFamily() {\n return this._fontFamily;\n }\n set fontFamily(fontFamily) {\n if (this.fontFamily !== fontFamily) {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n }\n get fontSize() {\n return this._fontSize;\n }\n set fontSize(fontSize) {\n if (this._fontSize !== fontSize) {\n this._fontSize = fontSize;\n this.styleID++;\n }\n }\n get fontStyle() {\n return this._fontStyle;\n }\n set fontStyle(fontStyle) {\n if (this._fontStyle !== fontStyle) {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n }\n get fontVariant() {\n return this._fontVariant;\n }\n set fontVariant(fontVariant) {\n if (this._fontVariant !== fontVariant) {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n }\n get fontWeight() {\n return this._fontWeight;\n }\n set fontWeight(fontWeight) {\n if (this._fontWeight !== fontWeight) {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n }\n get letterSpacing() {\n return this._letterSpacing;\n }\n set letterSpacing(letterSpacing) {\n if (this._letterSpacing !== letterSpacing) {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n }\n get lineHeight() {\n return this._lineHeight;\n }\n set lineHeight(lineHeight) {\n if (this._lineHeight !== lineHeight) {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n }\n get leading() {\n return this._leading;\n }\n set leading(leading) {\n if (this._leading !== leading) {\n this._leading = leading;\n this.styleID++;\n }\n }\n get lineJoin() {\n return this._lineJoin;\n }\n set lineJoin(lineJoin) {\n if (this._lineJoin !== lineJoin) {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n }\n get miterLimit() {\n return this._miterLimit;\n }\n set miterLimit(miterLimit) {\n if (this._miterLimit !== miterLimit) {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n }\n get padding() {\n return this._padding;\n }\n set padding(padding) {\n if (this._padding !== padding) {\n this._padding = padding;\n this.styleID++;\n }\n }\n get stroke() {\n return this._stroke;\n }\n set stroke(stroke) {\n const outputColor = getColor(stroke);\n if (this._stroke !== outputColor) {\n this._stroke = outputColor;\n this.styleID++;\n }\n }\n get strokeThickness() {\n return this._strokeThickness;\n }\n set strokeThickness(strokeThickness) {\n if (this._strokeThickness !== strokeThickness) {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n }\n get textBaseline() {\n return this._textBaseline;\n }\n set textBaseline(textBaseline) {\n if (this._textBaseline !== textBaseline) {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n }\n get trim() {\n return this._trim;\n }\n set trim(trim) {\n if (this._trim !== trim) {\n this._trim = trim;\n this.styleID++;\n }\n }\n get whiteSpace() {\n return this._whiteSpace;\n }\n set whiteSpace(whiteSpace) {\n if (this._whiteSpace !== whiteSpace) {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n }\n get wordWrap() {\n return this._wordWrap;\n }\n set wordWrap(wordWrap) {\n if (this._wordWrap !== wordWrap) {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n }\n get wordWrapWidth() {\n return this._wordWrapWidth;\n }\n set wordWrapWidth(wordWrapWidth) {\n if (this._wordWrapWidth !== wordWrapWidth) {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n }\n toFontString() {\n const fontSizeString = typeof this.fontSize === \"number\" ? `${this.fontSize}px` : this.fontSize;\n let fontFamilies = this.fontFamily;\n if (!Array.isArray(this.fontFamily)) {\n fontFamilies = this.fontFamily.split(\",\");\n }\n for (let i = fontFamilies.length - 1; i >= 0; i--) {\n let fontFamily = fontFamilies[i].trim();\n if (!/([\\\"\\'])[^\\'\\\"]+\\1/.test(fontFamily) && !genericFontFamilies.includes(fontFamily)) {\n fontFamily = `\"${fontFamily}\"`;\n }\n fontFamilies[i] = fontFamily;\n }\n return `${this.fontStyle} ${this.fontVariant} ${this.fontWeight} ${fontSizeString} ${fontFamilies.join(\",\")}`;\n }\n};\nlet TextStyle = _TextStyle;\nTextStyle.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 leading: 0,\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};\nfunction getColor(color) {\n const temp = Color.shared;\n if (!Array.isArray(color)) {\n return temp.setValue(color).toHex();\n } else {\n return color.map((c) => temp.setValue(c).toHex());\n }\n}\nfunction areArraysEqual(array1, array2) {\n if (!Array.isArray(array1) || !Array.isArray(array2)) {\n return false;\n }\n if (array1.length !== array2.length) {\n return false;\n }\n for (let i = 0; i < array1.length; ++i) {\n if (array1[i] !== array2[i]) {\n return false;\n }\n }\n return true;\n}\nfunction deepCopyProperties(target, source, propertyObj) {\n for (const 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\nexport { TextStyle };\n//# sourceMappingURL=TextStyle.mjs.map\n","var TEXT_GRADIENT = /* @__PURE__ */ ((TEXT_GRADIENT2) => {\n TEXT_GRADIENT2[TEXT_GRADIENT2[\"LINEAR_VERTICAL\"] = 0] = \"LINEAR_VERTICAL\";\n TEXT_GRADIENT2[TEXT_GRADIENT2[\"LINEAR_HORIZONTAL\"] = 1] = \"LINEAR_HORIZONTAL\";\n return TEXT_GRADIENT2;\n})(TEXT_GRADIENT || {});\n\nexport { TEXT_GRADIENT };\n//# sourceMappingURL=const.mjs.map\n","export { TEXT_GRADIENT } from './const.mjs';\nexport { Text } from './Text.mjs';\nexport { TextMetrics } from './TextMetrics.mjs';\nexport { TextStyle } from './TextStyle.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { UPDATE_PRIORITY } from './const.mjs';\nimport { TickerListener } from './TickerListener.mjs';\n\nconst _Ticker = class {\n constructor() {\n this.autoStart = false;\n this.deltaTime = 1;\n this.lastTime = -1;\n this.speed = 1;\n this.started = false;\n this._requestId = null;\n this._maxElapsedMS = 100;\n this._minElapsedMS = 0;\n this._protected = false;\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / _Ticker.targetFPMS;\n this.elapsedMS = 1 / _Ticker.targetFPMS;\n this._tick = (time) => {\n this._requestId = null;\n if (this.started) {\n this.update(time);\n if (this.started && this._requestId === null && this._head.next) {\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n };\n }\n _requestIfNeeded() {\n if (this._requestId === null && this._head.next) {\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n _cancelIfNeeded() {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n }\n _startIfPossible() {\n if (this.started) {\n this._requestIfNeeded();\n } else if (this.autoStart) {\n this.start();\n }\n }\n add(fn, context, priority = UPDATE_PRIORITY.NORMAL) {\n return this._addListener(new TickerListener(fn, context, priority));\n }\n addOnce(fn, context, priority = UPDATE_PRIORITY.NORMAL) {\n return this._addListener(new TickerListener(fn, context, priority, true));\n }\n _addListener(listener) {\n let current = this._head.next;\n let previous = this._head;\n if (!current) {\n listener.connect(previous);\n } else {\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n }\n remove(fn, context) {\n let listener = this._head.next;\n while (listener) {\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n } else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n }\n get count() {\n if (!this._head) {\n return 0;\n }\n let count = 0;\n let current = this._head;\n while (current = current.next) {\n count++;\n }\n return count;\n }\n start() {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n }\n stop() {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n }\n destroy() {\n if (!this._protected) {\n this.stop();\n let listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n }\n update(currentTime = performance.now()) {\n let elapsedMS;\n if (currentTime > this.lastTime) {\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n if (this._minElapsedMS) {\n const delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - delta % this._minElapsedMS;\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * _Ticker.targetFPMS;\n const head = this._head;\n let listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n } else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n }\n get FPS() {\n return 1e3 / this.elapsedMS;\n }\n get minFPS() {\n return 1e3 / this._maxElapsedMS;\n }\n set minFPS(fps) {\n const minFPS = Math.min(this.maxFPS, fps);\n const minFPMS = Math.min(Math.max(0, minFPS) / 1e3, _Ticker.targetFPMS);\n this._maxElapsedMS = 1 / minFPMS;\n }\n get maxFPS() {\n if (this._minElapsedMS) {\n return Math.round(1e3 / this._minElapsedMS);\n }\n return 0;\n }\n set maxFPS(fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n } else {\n const maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1e3);\n }\n }\n static get shared() {\n if (!_Ticker._shared) {\n const shared = _Ticker._shared = new _Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return _Ticker._shared;\n }\n static get system() {\n if (!_Ticker._system) {\n const system = _Ticker._system = new _Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return _Ticker._system;\n }\n};\nlet Ticker = _Ticker;\nTicker.targetFPMS = 0.06;\n\nexport { Ticker };\n//# sourceMappingURL=Ticker.mjs.map\n","class TickerListener {\n constructor(fn, context = null, priority = 0, once = false) {\n this.next = null;\n this.previous = null;\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n match(fn, context = null) {\n return this.fn === fn && this.context === context;\n }\n emit(deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n } else {\n this.fn(deltaTime);\n }\n }\n const redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n }\n connect(previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n }\n destroy(hard = false) {\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n const redirect = this.next;\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n }\n}\n\nexport { TickerListener };\n//# sourceMappingURL=TickerListener.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { UPDATE_PRIORITY } from './const.mjs';\nimport { Ticker } from './Ticker.mjs';\n\nclass TickerPlugin {\n static init(options) {\n options = Object.assign({\n autoStart: true,\n sharedTicker: false\n }, options);\n Object.defineProperty(this, \"ticker\", {\n set(ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get() {\n return this._ticker;\n }\n });\n this.stop = () => {\n this._ticker.stop();\n };\n this.start = () => {\n this._ticker.start();\n };\n this._ticker = null;\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n if (options.autoStart) {\n this.start();\n }\n }\n static destroy() {\n if (this._ticker) {\n const oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n }\n}\nTickerPlugin.extension = ExtensionType.Application;\nextensions.add(TickerPlugin);\n\nexport { TickerPlugin };\n//# sourceMappingURL=TickerPlugin.mjs.map\n","var UPDATE_PRIORITY = /* @__PURE__ */ ((UPDATE_PRIORITY2) => {\n UPDATE_PRIORITY2[UPDATE_PRIORITY2[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY2[UPDATE_PRIORITY2[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY2[UPDATE_PRIORITY2[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY2[UPDATE_PRIORITY2[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY2[UPDATE_PRIORITY2[\"UTILITY\"] = -50] = \"UTILITY\";\n return UPDATE_PRIORITY2;\n})(UPDATE_PRIORITY || {});\n\nexport { UPDATE_PRIORITY };\n//# sourceMappingURL=const.mjs.map\n","import './settings.mjs';\nexport { UPDATE_PRIORITY } from './const.mjs';\nexport { Ticker } from './Ticker.mjs';\nexport { TickerPlugin } from './TickerPlugin.mjs';\n//# sourceMappingURL=index.mjs.map\n","import { settings } from '@pixi/settings';\nexport { settings } from '@pixi/settings';\nimport { deprecation } from '@pixi/utils';\nimport { Ticker } from './Ticker.mjs';\n\nObject.defineProperties(settings, {\n TARGET_FPMS: {\n get() {\n return Ticker.targetFPMS;\n },\n set(value) {\n deprecation(\"7.1.0\", \"settings.TARGET_FPMS is deprecated, use Ticker.targetFPMS\");\n Ticker.targetFPMS = value;\n }\n }\n});\n//# sourceMappingURL=settings.mjs.map\n","import { deprecation } from '../logging/deprecation.mjs';\n\nfunction skipHello() {\n deprecation(\"7.0.0\", \"skipHello is deprecated, please use settings.RENDER_OPTIONS.hello\");\n}\nfunction sayHello() {\n deprecation(\"7.0.0\", `sayHello is deprecated, please use Renderer's \"hello\" option`);\n}\n\nexport { sayHello, skipHello };\n//# sourceMappingURL=hello.mjs.map\n","import '../settings.mjs';\nimport { settings } from '@pixi/settings';\n\nlet supported;\nfunction isWebGLSupported() {\n if (typeof supported === \"undefined\") {\n supported = function supported2() {\n const contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n };\n try {\n if (!settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n const canvas = settings.ADAPTER.createCanvas();\n let gl = canvas.getContext(\"webgl\", contextOptions) || canvas.getContext(\"experimental-webgl\", contextOptions);\n const success = !!gl?.getContextAttributes()?.stencil;\n if (gl) {\n const loseContext = gl.getExtension(\"WEBGL_lose_context\");\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n } catch (e) {\n return false;\n }\n }();\n }\n return supported;\n}\n\nexport { isWebGLSupported };\n//# sourceMappingURL=isWebGLSupported.mjs.map\n","import { Color } from '@pixi/color';\nimport { deprecation } from '../logging/deprecation.mjs';\n\nfunction hex2rgb(hex, out = []) {\n deprecation(\"7.2.0\", \"utils.hex2rgb is deprecated, use Color#toRgbArray instead\");\n return Color.shared.setValue(hex).toRgbArray(out);\n}\nfunction hex2string(hex) {\n deprecation(\"7.2.0\", \"utils.hex2string is deprecated, use Color#toHex instead\");\n return Color.shared.setValue(hex).toHex();\n}\nfunction string2hex(string) {\n deprecation(\"7.2.0\", \"utils.string2hex is deprecated, use Color#toNumber instead\");\n return Color.shared.setValue(string).toNumber();\n}\nfunction rgb2hex(rgb) {\n deprecation(\"7.2.0\", \"utils.rgb2hex is deprecated, use Color#toNumber instead\");\n return Color.shared.setValue(rgb).toNumber();\n}\n\nexport { hex2rgb, hex2string, rgb2hex, string2hex };\n//# sourceMappingURL=hex.mjs.map\n","import { Color } from '@pixi/color';\nimport { BLEND_MODES } from '@pixi/constants';\nimport { deprecation } from '../logging/deprecation.mjs';\n\nfunction mapPremultipliedBlendModes() {\n const pm = [];\n const npm = [];\n for (let i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\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 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 const array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\nconst premultiplyBlendMode = mapPremultipliedBlendModes();\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\nfunction premultiplyRgba(rgb, alpha, out, premultiply = true) {\n deprecation(\"7.2.0\", `utils.premultiplyRgba has moved to Color.premultiply`);\n return Color.shared.setValue(rgb).premultiply(alpha, premultiply).toArray(out ?? new Float32Array(4));\n}\nfunction premultiplyTint(tint, alpha) {\n deprecation(\"7.2.0\", `utils.premultiplyTint has moved to Color.toPremultiplied`);\n return Color.shared.setValue(tint).toPremultiplied(alpha);\n}\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply = true) {\n deprecation(\"7.2.0\", `utils.premultiplyTintToRgba has moved to Color.premultiply`);\n return Color.shared.setValue(tint).premultiply(alpha, premultiply).toArray(out ?? new Float32Array(4));\n}\n\nexport { correctBlendMode, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba };\n//# sourceMappingURL=premultiply.mjs.map\n","const DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\nexport { DATA_URI };\n//# sourceMappingURL=const.mjs.map\n","function createIndicesForQuads(size, outBuffer = null) {\n const totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(`Out buffer length is incorrect, got ${outBuffer.length} and expected ${totalIndices}`);\n }\n for (let i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nexport { createIndicesForQuads };\n//# sourceMappingURL=createIndicesForQuads.mjs.map\n","function getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return \"Float32Array\";\n } else if (array instanceof Uint32Array) {\n return \"Uint32Array\";\n }\n return \"Int32Array\";\n } else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return \"Uint16Array\";\n }\n } else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return \"Uint8Array\";\n }\n }\n return null;\n}\n\nexport { getBufferType };\n//# sourceMappingURL=getBufferType.mjs.map\n","import { getBufferType } from './getBufferType.mjs';\n\nconst map = { Float32Array, Uint32Array, Int32Array, Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n let outSize = 0;\n let stride = 0;\n const views = {};\n for (let i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n const buffer = new ArrayBuffer(outSize * 4);\n let out = null;\n let littleOffset = 0;\n for (let i = 0; i < arrays.length; i++) {\n const size = sizes[i];\n const array = arrays[i];\n const type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (let j = 0; j < array.length; j++) {\n const indexStart = (j / size | 0) * stride + littleOffset;\n const index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nexport { interleaveTypedArrays };\n//# sourceMappingURL=interleaveTypedArrays.mjs.map\n","function nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\nfunction isPow2(v) {\n return !(v & v - 1) && !!v;\n}\nfunction log2(v) {\n let r = (v > 65535 ? 1 : 0) << 4;\n v >>>= r;\n let shift = (v > 255 ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 15 ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | v >> 1;\n}\n\nexport { isPow2, log2, nextPow2 };\n//# sourceMappingURL=pow2.mjs.map\n","function removeItems(arr, startIdx, removeCount) {\n const length = arr.length;\n let i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = startIdx + removeCount > length ? length - startIdx : removeCount;\n const len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\nexport { removeItems };\n//# sourceMappingURL=removeItems.mjs.map\n","function sign(n) {\n if (n === 0)\n return 0;\n return n < 0 ? -1 : 1;\n}\n\nexport { sign };\n//# sourceMappingURL=sign.mjs.map\n","let nextUid = 0;\nfunction uid() {\n return ++nextUid;\n}\n\nexport { uid };\n//# sourceMappingURL=uid.mjs.map\n","import './settings.mjs';\nexport { isMobile } from '@pixi/settings';\nexport { default as EventEmitter } from 'eventemitter3';\nexport { default as earcut } from 'earcut';\nexport { url } from './url.mjs';\nexport { path } from './path.mjs';\nexport { sayHello, skipHello } from './browser/hello.mjs';\nexport { isWebGLSupported } from './browser/isWebGLSupported.mjs';\nexport { hex2rgb, hex2string, rgb2hex, string2hex } from './color/hex.mjs';\nexport { correctBlendMode, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba } from './color/premultiply.mjs';\nexport { DATA_URI } from './const.mjs';\nexport { createIndicesForQuads } from './data/createIndicesForQuads.mjs';\nexport { getBufferType } from './data/getBufferType.mjs';\nexport { interleaveTypedArrays } from './data/interleaveTypedArrays.mjs';\nexport { isPow2, log2, nextPow2 } from './data/pow2.mjs';\nexport { removeItems } from './data/removeItems.mjs';\nexport { sign } from './data/sign.mjs';\nexport { uid } from './data/uid.mjs';\nexport { deprecation } from './logging/deprecation.mjs';\nexport { BoundingBox } from './media/BoundingBox.mjs';\nexport { BaseTextureCache, ProgramCache, TextureCache, clearTextureCache, destroyTextureCache } from './media/caches.mjs';\nexport { CanvasRenderTarget } from './media/CanvasRenderTarget.mjs';\nexport { getCanvasBoundingBox } from './media/getCanvasBoundingBox.mjs';\nexport { trimCanvas } from './media/trimCanvas.mjs';\nexport { decomposeDataUri } from './network/decomposeDataUri.mjs';\nexport { determineCrossOrigin } from './network/determineCrossOrigin.mjs';\nexport { getResolutionOfUrl } from './network/getResolutionOfUrl.mjs';\nimport './types/index.mjs';\n//# sourceMappingURL=index.mjs.map\n","const warnings = {};\nfunction deprecation(version, message, ignoreDepth = 3) {\n if (warnings[message]) {\n return;\n }\n let stack = new Error().stack;\n if (typeof stack === \"undefined\") {\n console.warn(\"PixiJS Deprecation Warning: \", `${message}\nDeprecated since v${version}`);\n } else {\n stack = stack.split(\"\\n\").splice(ignoreDepth).join(\"\\n\");\n if (console.groupCollapsed) {\n console.groupCollapsed(\"%cPixiJS Deprecation Warning: %c%s\", \"color:#614108;background:#fffbe6\", \"font-weight:normal;color:#614108;background:#fffbe6\", `${message}\nDeprecated since v${version}`);\n console.warn(stack);\n console.groupEnd();\n } else {\n console.warn(\"PixiJS Deprecation Warning: \", `${message}\nDeprecated since v${version}`);\n console.warn(stack);\n }\n }\n warnings[message] = true;\n}\n\nexport { deprecation };\n//# sourceMappingURL=deprecation.mjs.map\n","const _BoundingBox = class {\n constructor(left, top, right, bottom) {\n this.left = left;\n this.top = top;\n this.right = right;\n this.bottom = bottom;\n }\n get width() {\n return this.right - this.left;\n }\n get height() {\n return this.bottom - this.top;\n }\n isEmpty() {\n return this.left === this.right || this.top === this.bottom;\n }\n};\nlet BoundingBox = _BoundingBox;\nBoundingBox.EMPTY = new _BoundingBox(0, 0, 0, 0);\n\nexport { BoundingBox };\n//# sourceMappingURL=BoundingBox.mjs.map\n","import { settings } from '@pixi/settings';\n\nclass CanvasRenderTarget {\n constructor(width, height, resolution) {\n this._canvas = settings.ADAPTER.createCanvas();\n this._context = this._canvas.getContext(\"2d\");\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n clear() {\n this._checkDestroyed();\n this._context.setTransform(1, 0, 0, 1, 0, 0);\n this._context.clearRect(0, 0, this._canvas.width, this._canvas.height);\n }\n resize(desiredWidth, desiredHeight) {\n this._checkDestroyed();\n this._canvas.width = Math.round(desiredWidth * this.resolution);\n this._canvas.height = Math.round(desiredHeight * this.resolution);\n }\n destroy() {\n this._context = null;\n this._canvas = null;\n }\n get width() {\n this._checkDestroyed();\n return this._canvas.width;\n }\n set width(val) {\n this._checkDestroyed();\n this._canvas.width = Math.round(val);\n }\n get height() {\n this._checkDestroyed();\n return this._canvas.height;\n }\n set height(val) {\n this._checkDestroyed();\n this._canvas.height = Math.round(val);\n }\n get canvas() {\n this._checkDestroyed();\n return this._canvas;\n }\n get context() {\n this._checkDestroyed();\n return this._context;\n }\n _checkDestroyed() {\n if (this._canvas === null) {\n throw new TypeError(\"The CanvasRenderTarget has already been destroyed\");\n }\n }\n}\n\nexport { CanvasRenderTarget };\n//# sourceMappingURL=CanvasRenderTarget.mjs.map\n","const ProgramCache = {};\nconst TextureCache = /* @__PURE__ */ Object.create(null);\nconst BaseTextureCache = /* @__PURE__ */ Object.create(null);\nfunction destroyTextureCache() {\n let key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\nfunction clearTextureCache() {\n let key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\nexport { BaseTextureCache, ProgramCache, TextureCache, clearTextureCache, destroyTextureCache };\n//# sourceMappingURL=caches.mjs.map\n","import { BoundingBox } from './BoundingBox.mjs';\n\nfunction checkRow(data, width, y) {\n for (let x = 0, index = 4 * y * width; x < width; ++x, index += 4) {\n if (data[index + 3] !== 0)\n return false;\n }\n return true;\n}\nfunction checkColumn(data, width, x, top, bottom) {\n const stride = 4 * width;\n for (let y = top, index = top * stride + 4 * x; y <= bottom; ++y, index += stride) {\n if (data[index + 3] !== 0)\n return false;\n }\n return true;\n}\nfunction getCanvasBoundingBox(canvas) {\n const { width, height } = canvas;\n const context = canvas.getContext(\"2d\", {\n willReadFrequently: true\n });\n if (context === null) {\n throw new TypeError(\"Failed to get canvas 2D context\");\n }\n const imageData = context.getImageData(0, 0, width, height);\n const data = imageData.data;\n let left = 0;\n let top = 0;\n let right = width - 1;\n let bottom = height - 1;\n while (top < height && checkRow(data, width, top))\n ++top;\n if (top === height)\n return BoundingBox.EMPTY;\n while (checkRow(data, width, bottom))\n --bottom;\n while (checkColumn(data, width, left, top, bottom))\n ++left;\n while (checkColumn(data, width, right, top, bottom))\n --right;\n ++right;\n ++bottom;\n return new BoundingBox(left, top, right, bottom);\n}\n\nexport { getCanvasBoundingBox };\n//# sourceMappingURL=getCanvasBoundingBox.mjs.map\n","import { getCanvasBoundingBox } from './getCanvasBoundingBox.mjs';\n\nfunction trimCanvas(canvas) {\n const boundingBox = getCanvasBoundingBox(canvas);\n const { width, height } = boundingBox;\n let data = null;\n if (!boundingBox.isEmpty()) {\n const context = canvas.getContext(\"2d\");\n if (context === null) {\n throw new TypeError(\"Failed to get canvas 2D context\");\n }\n data = context.getImageData(boundingBox.left, boundingBox.top, width, height);\n }\n return { width, height, data };\n}\n\nexport { trimCanvas };\n//# sourceMappingURL=trimCanvas.mjs.map\n","import { DATA_URI } from '../const.mjs';\n\nfunction decomposeDataUri(dataUri) {\n const dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : void 0,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : void 0,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : void 0,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : void 0,\n data: dataUriMatch[5]\n };\n }\n return void 0;\n}\n\nexport { decomposeDataUri };\n//# sourceMappingURL=decomposeDataUri.mjs.map\n","import { url } from '../url.mjs';\n\nlet tempAnchor;\nfunction determineCrossOrigin(url$1, loc = globalThis.location) {\n if (url$1.startsWith(\"data:\")) {\n return \"\";\n }\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement(\"a\");\n }\n tempAnchor.href = url$1;\n const parsedUrl = url.parse(tempAnchor.href);\n const samePort = !parsedUrl.port && loc.port === \"\" || parsedUrl.port === loc.port;\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return \"anonymous\";\n }\n return \"\";\n}\n\nexport { determineCrossOrigin };\n//# sourceMappingURL=determineCrossOrigin.mjs.map\n","import '../settings.mjs';\nimport { settings } from '@pixi/settings';\n\nfunction getResolutionOfUrl(url, defaultValue = 1) {\n const resolution = settings.RETINA_PREFIX?.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue;\n}\n\nexport { getResolutionOfUrl };\n//# sourceMappingURL=getResolutionOfUrl.mjs.map\n","import { settings } from '@pixi/settings';\n\nfunction assertPath(path2) {\n if (typeof path2 !== \"string\") {\n throw new TypeError(`Path must be a string. Received ${JSON.stringify(path2)}`);\n }\n}\nfunction removeUrlParams(url) {\n const re = url.split(\"?\")[0];\n return re.split(\"#\")[0];\n}\nfunction escapeRegExp(string) {\n return string.replace(/[.*+?^${}()|[\\]\\\\]/g, \"\\\\$&\");\n}\nfunction replaceAll(str, find, replace) {\n return str.replace(new RegExp(escapeRegExp(find), \"g\"), replace);\n}\nfunction normalizeStringPosix(path2, allowAboveRoot) {\n let res = \"\";\n let lastSegmentLength = 0;\n let lastSlash = -1;\n let dots = 0;\n let code = -1;\n for (let i = 0; i <= path2.length; ++i) {\n if (i < path2.length) {\n code = path2.charCodeAt(i);\n } else if (code === 47) {\n break;\n } else {\n code = 47;\n }\n if (code === 47) {\n if (lastSlash === i - 1 || dots === 1) {\n } else if (lastSlash !== i - 1 && dots === 2) {\n if (res.length < 2 || lastSegmentLength !== 2 || res.charCodeAt(res.length - 1) !== 46 || res.charCodeAt(res.length - 2) !== 46) {\n if (res.length > 2) {\n const lastSlashIndex = res.lastIndexOf(\"/\");\n if (lastSlashIndex !== res.length - 1) {\n if (lastSlashIndex === -1) {\n res = \"\";\n lastSegmentLength = 0;\n } else {\n res = res.slice(0, lastSlashIndex);\n lastSegmentLength = res.length - 1 - res.lastIndexOf(\"/\");\n }\n lastSlash = i;\n dots = 0;\n continue;\n }\n } else if (res.length === 2 || res.length === 1) {\n res = \"\";\n lastSegmentLength = 0;\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n if (allowAboveRoot) {\n if (res.length > 0) {\n res += \"/..\";\n } else {\n res = \"..\";\n }\n lastSegmentLength = 2;\n }\n } else {\n if (res.length > 0) {\n res += `/${path2.slice(lastSlash + 1, i)}`;\n } else {\n res = path2.slice(lastSlash + 1, i);\n }\n lastSegmentLength = i - lastSlash - 1;\n }\n lastSlash = i;\n dots = 0;\n } else if (code === 46 && dots !== -1) {\n ++dots;\n } else {\n dots = -1;\n }\n }\n return res;\n}\nconst path = {\n toPosix(path2) {\n return replaceAll(path2, \"\\\\\", \"/\");\n },\n isUrl(path2) {\n return /^https?:/.test(this.toPosix(path2));\n },\n isDataUrl(path2) {\n return /^data:([a-z]+\\/[a-z0-9-+.]+(;[a-z0-9-.!#$%*+.{}|~`]+=[a-z0-9-.!#$%*+.{}()_|~`]+)*)?(;base64)?,([a-z0-9!$&',()*+;=\\-._~:@\\/?%\\s<>]*?)$/i.test(path2);\n },\n hasProtocol(path2) {\n return /^[^/:]+:\\//.test(this.toPosix(path2));\n },\n getProtocol(path2) {\n assertPath(path2);\n path2 = this.toPosix(path2);\n let protocol = \"\";\n const isFile = /^file:\\/\\/\\//.exec(path2);\n const isHttp = /^[^/:]+:\\/\\//.exec(path2);\n const isWindows = /^[^/:]+:\\//.exec(path2);\n if (isFile || isHttp || isWindows) {\n const arr = isFile?.[0] || isHttp?.[0] || isWindows?.[0];\n protocol = arr;\n path2 = path2.slice(arr.length);\n }\n return protocol;\n },\n toAbsolute(url, customBaseUrl, customRootUrl) {\n if (this.isDataUrl(url))\n return url;\n const baseUrl = removeUrlParams(this.toPosix(customBaseUrl ?? settings.ADAPTER.getBaseUrl()));\n const rootUrl = removeUrlParams(this.toPosix(customRootUrl ?? this.rootname(baseUrl)));\n assertPath(url);\n url = this.toPosix(url);\n if (url.startsWith(\"/\")) {\n return path.join(rootUrl, url.slice(1));\n }\n const absolutePath = this.isAbsolute(url) ? url : this.join(baseUrl, url);\n return absolutePath;\n },\n normalize(path2) {\n path2 = this.toPosix(path2);\n assertPath(path2);\n if (path2.length === 0)\n return \".\";\n let protocol = \"\";\n const isAbsolute = path2.startsWith(\"/\");\n if (this.hasProtocol(path2)) {\n protocol = this.rootname(path2);\n path2 = path2.slice(protocol.length);\n }\n const trailingSeparator = path2.endsWith(\"/\");\n path2 = normalizeStringPosix(path2, false);\n if (path2.length > 0 && trailingSeparator)\n path2 += \"/\";\n if (isAbsolute)\n return `/${path2}`;\n return protocol + path2;\n },\n isAbsolute(path2) {\n assertPath(path2);\n path2 = this.toPosix(path2);\n if (this.hasProtocol(path2))\n return true;\n return path2.startsWith(\"/\");\n },\n join(...segments) {\n if (segments.length === 0) {\n return \".\";\n }\n let joined;\n for (let i = 0; i < segments.length; ++i) {\n const arg = segments[i];\n assertPath(arg);\n if (arg.length > 0) {\n if (joined === void 0)\n joined = arg;\n else {\n const prevArg = segments[i - 1] ?? \"\";\n if (this.extname(prevArg)) {\n joined += `/../${arg}`;\n } else {\n joined += `/${arg}`;\n }\n }\n }\n }\n if (joined === void 0) {\n return \".\";\n }\n return this.normalize(joined);\n },\n dirname(path2) {\n assertPath(path2);\n if (path2.length === 0)\n return \".\";\n path2 = this.toPosix(path2);\n let code = path2.charCodeAt(0);\n const hasRoot = code === 47;\n let end = -1;\n let matchedSlash = true;\n const proto = this.getProtocol(path2);\n const origpath = path2;\n path2 = path2.slice(proto.length);\n for (let i = path2.length - 1; i >= 1; --i) {\n code = path2.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n end = i;\n break;\n }\n } else {\n matchedSlash = false;\n }\n }\n if (end === -1)\n return hasRoot ? \"/\" : this.isUrl(origpath) ? proto + path2 : proto;\n if (hasRoot && end === 1)\n return \"//\";\n return proto + path2.slice(0, end);\n },\n rootname(path2) {\n assertPath(path2);\n path2 = this.toPosix(path2);\n let root = \"\";\n if (path2.startsWith(\"/\"))\n root = \"/\";\n else {\n root = this.getProtocol(path2);\n }\n if (this.isUrl(path2)) {\n const index = path2.indexOf(\"/\", root.length);\n if (index !== -1) {\n root = path2.slice(0, index);\n } else\n root = path2;\n if (!root.endsWith(\"/\"))\n root += \"/\";\n }\n return root;\n },\n basename(path2, ext) {\n assertPath(path2);\n if (ext)\n assertPath(ext);\n path2 = removeUrlParams(this.toPosix(path2));\n let start = 0;\n let end = -1;\n let matchedSlash = true;\n let i;\n if (ext !== void 0 && ext.length > 0 && ext.length <= path2.length) {\n if (ext.length === path2.length && ext === path2)\n return \"\";\n let extIdx = ext.length - 1;\n let firstNonSlashEnd = -1;\n for (i = path2.length - 1; i >= 0; --i) {\n const code = path2.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n } else {\n if (firstNonSlashEnd === -1) {\n matchedSlash = false;\n firstNonSlashEnd = i + 1;\n }\n if (extIdx >= 0) {\n if (code === ext.charCodeAt(extIdx)) {\n if (--extIdx === -1) {\n end = i;\n }\n } else {\n extIdx = -1;\n end = firstNonSlashEnd;\n }\n }\n }\n }\n if (start === end)\n end = firstNonSlashEnd;\n else if (end === -1)\n end = path2.length;\n return path2.slice(start, end);\n }\n for (i = path2.length - 1; i >= 0; --i) {\n if (path2.charCodeAt(i) === 47) {\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n } else if (end === -1) {\n matchedSlash = false;\n end = i + 1;\n }\n }\n if (end === -1)\n return \"\";\n return path2.slice(start, end);\n },\n extname(path2) {\n assertPath(path2);\n path2 = removeUrlParams(this.toPosix(path2));\n let startDot = -1;\n let startPart = 0;\n let end = -1;\n let matchedSlash = true;\n let preDotState = 0;\n for (let i = path2.length - 1; i >= 0; --i) {\n const code = path2.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n if (startDot === -1)\n startDot = i;\n else if (preDotState !== 1)\n preDotState = 1;\n } else if (startDot !== -1) {\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1 || preDotState === 0 || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n return \"\";\n }\n return path2.slice(startDot, end);\n },\n parse(path2) {\n assertPath(path2);\n const ret = { root: \"\", dir: \"\", base: \"\", ext: \"\", name: \"\" };\n if (path2.length === 0)\n return ret;\n path2 = removeUrlParams(this.toPosix(path2));\n let code = path2.charCodeAt(0);\n const isAbsolute = this.isAbsolute(path2);\n let start;\n const protocol = \"\";\n ret.root = this.rootname(path2);\n if (isAbsolute || this.hasProtocol(path2)) {\n start = 1;\n } else {\n start = 0;\n }\n let startDot = -1;\n let startPart = 0;\n let end = -1;\n let matchedSlash = true;\n let i = path2.length - 1;\n let preDotState = 0;\n for (; i >= start; --i) {\n code = path2.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n if (startDot === -1)\n startDot = i;\n else if (preDotState !== 1)\n preDotState = 1;\n } else if (startDot !== -1) {\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1 || preDotState === 0 || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n if (end !== -1) {\n if (startPart === 0 && isAbsolute)\n ret.base = ret.name = path2.slice(1, end);\n else\n ret.base = ret.name = path2.slice(startPart, end);\n }\n } else {\n if (startPart === 0 && isAbsolute) {\n ret.name = path2.slice(1, startDot);\n ret.base = path2.slice(1, end);\n } else {\n ret.name = path2.slice(startPart, startDot);\n ret.base = path2.slice(startPart, end);\n }\n ret.ext = path2.slice(startDot, end);\n }\n ret.dir = this.dirname(path2);\n if (protocol)\n ret.dir = protocol + ret.dir;\n return ret;\n },\n sep: \"/\",\n delimiter: \":\"\n};\n\nexport { path };\n//# sourceMappingURL=path.mjs.map\n","import { settings } from '@pixi/settings';\nexport { settings } from '@pixi/settings';\n\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n//# sourceMappingURL=settings.mjs.map\n","\n//# sourceMappingURL=index.mjs.map\n","import { parse, format, resolve } from 'url';\n\nconst url = {\n parse: parse,\n format: format,\n resolve: resolve\n};\n\nexport { url };\n//# sourceMappingURL=url.mjs.map\n","import{TinyEmitter as t}from\"tiny-emitter\";import i from\"virtual-scroll\";function e(){return e=Object.assign?Object.assign.bind():function(t){for(var i=1;i0&&e<0||i<0&&e>0)&&(e+=i),e}const r=[\"duration\",\"easing\"];class o{to(t,i={}){let{duration:s=1,easing:o=(t=>t)}=i,n=function(t,i){if(null==t)return{};var e,s,r={},o=Object.keys(t);for(s=0;s=0||(r[e]=t[e]);return r}(i,r);this.target=t,this.fromKeys=e({},n),this.toKeys=e({},n),this.keys=Object.keys(e({},n)),this.keys.forEach(i=>{this.fromKeys[i]=t[i]}),this.duration=s,this.easing=o,this.currentTime=0,this.isRunning=!0}stop(){this.isRunning=!1}raf(t){if(!this.isRunning)return;this.currentTime=Math.min(this.currentTime+t,this.duration);const i=this.progress>=1?1:this.easing(this.progress);this.keys.forEach(t=>{const e=this.fromKeys[t];this.target[t]=e+(this.toKeys[t]-e)*i}),1===i&&this.stop()}get progress(){return this.currentTime/this.duration}}class n extends t{constructor({duration:t=1.2,easing:e=(t=>Math.min(1,1.001-Math.pow(2,-10*t))),smooth:s=!0,mouseMultiplier:r=1,smoothTouch:n=!1,touchMultiplier:h=2,direction:l=\"vertical\",gestureDirection:c=\"vertical\",infinite:a=!1,wrapper:p=window,content:d=document.body}={}){var u,w,g;super(),this.onWindowResize=()=>{this.wrapperWidth=window.innerWidth,this.wrapperHeight=window.innerHeight},this.onWrapperResize=([t])=>{if(t){const i=t.contentRect;this.wrapperWidth=i.width,this.wrapperHeight=i.height}},this.onContentResize=([t])=>{if(t){const i=t.contentRect;this.contentWidth=i.width,this.contentHeight=i.height}},this.onVirtualScroll=({deltaY:t,deltaX:i,originalEvent:e})=>{if(\"vertical\"===this.gestureDirection&&0===t||\"horizontal\"===this.gestureDirection&&0===i)return;const s=!!e.composedPath().find(t=>t.hasAttribute&&t.hasAttribute(\"data-lenis-prevent\"));if(e.ctrlKey||s)return;if(this.smooth=e.changedTouches?this.smoothTouch:this.options.smooth,this.stopped)return void e.preventDefault();if(!this.smooth)return;if(4===e.buttons)return;this.smooth&&e.preventDefault();let r=0;r=\"both\"===this.gestureDirection?i+t:\"horizontal\"===this.gestureDirection?i:t,this.targetScroll-=r,this.scrollTo(this.targetScroll)},this.onScroll=t=>{this.isScrolling&&this.smooth||(this.targetScroll=this.scroll=this.lastScroll=this.wrapperNode[this.scrollProperty],this.notify())},window.lenisVersion=\"0.2.28\",this.options={duration:t,easing:e,smooth:s,mouseMultiplier:r,smoothTouch:n,touchMultiplier:h,direction:l,gestureDirection:c,infinite:a,wrapper:p,content:d},this.duration=t,this.easing=e,this.smooth=s,this.mouseMultiplier=r,this.smoothTouch=n,this.touchMultiplier=h,this.direction=l,this.gestureDirection=c,this.infinite=a,this.wrapperNode=p,this.contentNode=d,this.wrapperNode.addEventListener(\"scroll\",this.onScroll),this.wrapperNode===window?(this.wrapperNode.addEventListener(\"resize\",this.onWindowResize),this.onWindowResize()):(this.wrapperHeight=this.wrapperNode.offsetHeight,this.wrapperWidth=this.wrapperNode.offsetWidth,this.wrapperObserver=new ResizeObserver(this.onWrapperResize),this.wrapperObserver.observe(this.wrapperNode)),this.contentHeight=this.contentNode.offsetHeight,this.contentWidth=this.contentNode.offsetWidth,this.contentObserver=new ResizeObserver(this.onContentResize),this.contentObserver.observe(this.contentNode),this.targetScroll=this.scroll=this.lastScroll=this.wrapperNode[this.scrollProperty],this.animate=new o;const f=(null==(u=navigator)||null==(w=u.userAgentData)?void 0:w.platform)||(null==(g=navigator)?void 0:g.platform)||\"unknown\";this.virtualScroll=new i({el:this.wrapperNode,firefoxMultiplier:50,mouseMultiplier:this.mouseMultiplier*(f.includes(\"Win\")||f.includes(\"Linux\")?.84:.4),touchMultiplier:this.touchMultiplier,passive:!1,useKeyboard:!1,useTouch:!0}),this.virtualScroll.on(this.onVirtualScroll)}get scrollProperty(){let t;return t=this.wrapperNode===window?\"horizontal\"===this.direction?\"scrollX\":\"scrollY\":\"horizontal\"===this.direction?\"scrollLeft\":\"scrollTop\",t}start(){let t=this.wrapperNode;this.wrapperNode===window&&(t=document.documentElement),t.classList.remove(\"lenis-stopped\"),this.stopped=!1}stop(){let t=this.wrapperNode;this.wrapperNode===window&&(t=document.documentElement),t.classList.add(\"lenis-stopped\"),this.stopped=!0,this.animate.stop()}destroy(){var t;this.wrapperNode===window&&this.wrapperNode.removeEventListener(\"resize\",this.onWindowResize),this.wrapperNode.removeEventListener(\"scroll\",this.onScroll),this.virtualScroll.destroy(),null==(t=this.wrapperObserver)||t.disconnect(),this.contentObserver.disconnect()}get limit(){return\"horizontal\"===this.direction?this.contentWidth-this.wrapperWidth:this.contentHeight-this.wrapperHeight}raf(t){const i=t-(this.now||0);this.now=t,!this.stopped&&this.smooth&&(this.lastScroll=this.scroll,this.animate.raf(.001*i),this.scroll===this.targetScroll&&(this.lastScroll=this.scroll),this.isScrolling&&(this.setScroll(this.scroll),this.notify()),this.isScrolling=this.scroll!==this.targetScroll)}get velocity(){return this.scroll-this.lastScroll}setScroll(t){let i=this.infinite?s(t,this.limit):t;\"horizontal\"===this.direction?this.wrapperNode.scrollTo(i,0):this.wrapperNode.scrollTo(0,i)}notify(){let t=this.infinite?s(this.scroll,this.limit):this.scroll;this.emit(\"scroll\",{scroll:t,limit:this.limit,velocity:this.velocity,direction:0===this.velocity?0:this.velocity>0?1:-1,progress:t/this.limit})}scrollTo(t,{offset:i=0,immediate:e=!1,duration:s=this.duration,easing:r=this.easing}={}){if(null==t||this.stopped)return;let o;if(\"number\"==typeof t)o=t;else if(\"top\"===t||\"#top\"===t)o=0;else if(\"bottom\"===t)o=this.limit;else{let i;if(\"string\"==typeof t)i=document.querySelector(t);else{if(null==t||!t.nodeType)return;i=t}if(!i)return;let e=0;if(this.wrapperNode!==window){const t=this.wrapperNode.getBoundingClientRect();e=\"horizontal\"===this.direction?t.left:t.top}const s=i.getBoundingClientRect();o=(\"horizontal\"===this.direction?s.left:s.top)+this.scroll-e}o+=i,this.targetScroll=this.infinite?o:Math.max(0,Math.min(o,this.limit)),!this.smooth||e?(this.animate.stop(),this.scroll=this.lastScroll=this.targetScroll,this.setScroll(this.targetScroll)):this.animate.to(this,{duration:s,easing:r,scroll:this.targetScroll})}}export{n as default};\n//# sourceMappingURL=lenis.modern.mjs.map\n","var r={grad:.9,turn:360,rad:360/(2*Math.PI)},t=function(r){return\"string\"==typeof r?r.length>0:\"number\"==typeof r},n=function(r,t,n){return void 0===t&&(t=0),void 0===n&&(n=Math.pow(10,t)),Math.round(n*r)/n+0},e=function(r,t,n){return void 0===t&&(t=0),void 0===n&&(n=1),r>n?n:r>t?r:t},u=function(r){return(r=isFinite(r)?r%360:0)>0?r:r+360},a=function(r){return{r:e(r.r,0,255),g:e(r.g,0,255),b:e(r.b,0,255),a:e(r.a)}},o=function(r){return{r:n(r.r),g:n(r.g),b:n(r.b),a:n(r.a,3)}},i=/^#([0-9a-f]{3,8})$/i,s=function(r){var t=r.toString(16);return 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n=r.h,e=r.s,u=r.l,a=r.a,o=void 0===a?1:a;if(!t(n)||!t(e)||!t(u))return null;var i=g({h:Number(n),s:Number(e),l:Number(u),a:Number(o)});return f(i)},\"hsl\"],[function(r){var n=r.h,a=r.s,o=r.v,i=r.a,s=void 0===i?1:i;if(!t(n)||!t(a)||!t(o))return null;var h=function(r){return{h:u(r.h),s:e(r.s,0,100),v:e(r.v,0,100),a:e(r.a)}}({h:Number(n),s:Number(a),v:Number(o),a:Number(s)});return b(h)},\"hsv\"]]},N=function(r,t){for(var n=0;n=.5},r.prototype.toHex=function(){return r=o(this.rgba),t=r.r,e=r.g,u=r.b,i=(a=r.a)<1?s(n(255*a)):\"\",\"#\"+s(t)+s(e)+s(u)+i;var r,t,e,u,a,i},r.prototype.toRgb=function(){return o(this.rgba)},r.prototype.toRgbString=function(){return r=o(this.rgba),t=r.r,n=r.g,e=r.b,(u=r.a)<1?\"rgba(\"+t+\", \"+n+\", \"+e+\", \"+u+\")\":\"rgb(\"+t+\", \"+n+\", \"+e+\")\";var r,t,n,e,u},r.prototype.toHsl=function(){return d(c(this.rgba))},r.prototype.toHslString=function(){return r=d(c(this.rgba)),t=r.h,n=r.s,e=r.l,(u=r.a)<1?\"hsla(\"+t+\", \"+n+\"%, \"+e+\"%, \"+u+\")\":\"hsl(\"+t+\", \"+n+\"%, \"+e+\"%)\";var r,t,n,e,u},r.prototype.toHsv=function(){return r=h(this.rgba),{h:n(r.h),s:n(r.s),v:n(r.v),a:n(r.a,3)};var r},r.prototype.invert=function(){return w({r:255-(r=this.rgba).r,g:255-r.g,b:255-r.b,a:r.a});var r},r.prototype.saturate=function(r){return void 0===r&&(r=.1),w(M(this.rgba,r))},r.prototype.desaturate=function(r){return void 0===r&&(r=.1),w(M(this.rgba,-r))},r.prototype.grayscale=function(){return w(M(this.rgba,-1))},r.prototype.lighten=function(r){return void 0===r&&(r=.1),w($(this.rgba,r))},r.prototype.darken=function(r){return void 0===r&&(r=.1),w($(this.rgba,-r))},r.prototype.rotate=function(r){return void 0===r&&(r=15),this.hue(this.hue()+r)},r.prototype.alpha=function(r){return\"number\"==typeof r?w({r:(t=this.rgba).r,g:t.g,b:t.b,a:r}):n(this.rgba.a,3);var t},r.prototype.hue=function(r){var t=c(this.rgba);return\"number\"==typeof r?w({h:r,s:t.s,l:t.l,a:t.a}):n(t.h)},r.prototype.isEqual=function(r){return this.toHex()===w(r).toHex()},r}(),w=function(r){return r instanceof j?r:new j(r)},S=[],k=function(r){r.forEach(function(r){S.indexOf(r)<0&&(r(j,y),S.push(r))})},E=function(){return new j({r:255*Math.random(),g:255*Math.random(),b:255*Math.random()})};export{j as Colord,w as colord,k as extend,I as getFormat,E as random};\n","export default function(e,f){var a={white:\"#ffffff\",bisque:\"#ffe4c4\",blue:\"#0000ff\",cadetblue:\"#5f9ea0\",chartreuse:\"#7fff00\",chocolate:\"#d2691e\",coral:\"#ff7f50\",antiquewhite:\"#faebd7\",aqua:\"#00ffff\",azure:\"#f0ffff\",whitesmoke:\"#f5f5f5\",papayawhip:\"#ffefd5\",plum:\"#dda0dd\",blanchedalmond:\"#ffebcd\",black:\"#000000\",gold:\"#ffd700\",goldenrod:\"#daa520\",gainsboro:\"#dcdcdc\",cornsilk:\"#fff8dc\",cornflowerblue:\"#6495ed\",burlywood:\"#deb887\",aquamarine:\"#7fffd4\",beige:\"#f5f5dc\",crimson:\"#dc143c\",cyan:\"#00ffff\",darkblue:\"#00008b\",darkcyan:\"#008b8b\",darkgoldenrod:\"#b8860b\",darkkhaki:\"#bdb76b\",darkgray:\"#a9a9a9\",darkgreen:\"#006400\",darkgrey:\"#a9a9a9\",peachpuff:\"#ffdab9\",darkmagenta:\"#8b008b\",darkred:\"#8b0000\",darkorchid:\"#9932cc\",darkorange:\"#ff8c00\",darkslateblue:\"#483d8b\",gray:\"#808080\",darkslategray:\"#2f4f4f\",darkslategrey:\"#2f4f4f\",deeppink:\"#ff1493\",deepskyblue:\"#00bfff\",wheat:\"#f5deb3\",firebrick:\"#b22222\",floralwhite:\"#fffaf0\",ghostwhite:\"#f8f8ff\",darkviolet:\"#9400d3\",magenta:\"#ff00ff\",green:\"#008000\",dodgerblue:\"#1e90ff\",grey:\"#808080\",honeydew:\"#f0fff0\",hotpink:\"#ff69b4\",blueviolet:\"#8a2be2\",forestgreen:\"#228b22\",lawngreen:\"#7cfc00\",indianred:\"#cd5c5c\",indigo:\"#4b0082\",fuchsia:\"#ff00ff\",brown:\"#a52a2a\",maroon:\"#800000\",mediumblue:\"#0000cd\",lightcoral:\"#f08080\",darkturquoise:\"#00ced1\",lightcyan:\"#e0ffff\",ivory:\"#fffff0\",lightyellow:\"#ffffe0\",lightsalmon:\"#ffa07a\",lightseagreen:\"#20b2aa\",linen:\"#faf0e6\",mediumaquamarine:\"#66cdaa\",lemonchiffon:\"#fffacd\",lime:\"#00ff00\",khaki:\"#f0e68c\",mediumseagreen:\"#3cb371\",limegreen:\"#32cd32\",mediumspringgreen:\"#00fa9a\",lightskyblue:\"#87cefa\",lightblue:\"#add8e6\",midnightblue:\"#191970\",lightpink:\"#ffb6c1\",mistyrose:\"#ffe4e1\",moccasin:\"#ffe4b5\",mintcream:\"#f5fffa\",lightslategray:\"#778899\",lightslategrey:\"#778899\",navajowhite:\"#ffdead\",navy:\"#000080\",mediumvioletred:\"#c71585\",powderblue:\"#b0e0e6\",palegoldenrod:\"#eee8aa\",oldlace:\"#fdf5e6\",paleturquoise:\"#afeeee\",mediumturquoise:\"#48d1cc\",mediumorchid:\"#ba55d3\",rebeccapurple:\"#663399\",lightsteelblue:\"#b0c4de\",mediumslateblue:\"#7b68ee\",thistle:\"#d8bfd8\",tan:\"#d2b48c\",orchid:\"#da70d6\",mediumpurple:\"#9370db\",purple:\"#800080\",pink:\"#ffc0cb\",skyblue:\"#87ceeb\",springgreen:\"#00ff7f\",palegreen:\"#98fb98\",red:\"#ff0000\",yellow:\"#ffff00\",slateblue:\"#6a5acd\",lavenderblush:\"#fff0f5\",peru:\"#cd853f\",palevioletred:\"#db7093\",violet:\"#ee82ee\",teal:\"#008080\",slategray:\"#708090\",slategrey:\"#708090\",aliceblue:\"#f0f8ff\",darkseagreen:\"#8fbc8f\",darkolivegreen:\"#556b2f\",greenyellow:\"#adff2f\",seagreen:\"#2e8b57\",seashell:\"#fff5ee\",tomato:\"#ff6347\",silver:\"#c0c0c0\",sienna:\"#a0522d\",lavender:\"#e6e6fa\",lightgreen:\"#90ee90\",orange:\"#ffa500\",orangered:\"#ff4500\",steelblue:\"#4682b4\",royalblue:\"#4169e1\",turquoise:\"#40e0d0\",yellowgreen:\"#9acd32\",salmon:\"#fa8072\",saddlebrown:\"#8b4513\",sandybrown:\"#f4a460\",rosybrown:\"#bc8f8f\",darksalmon:\"#e9967a\",lightgoldenrodyellow:\"#fafad2\",snow:\"#fffafa\",lightgrey:\"#d3d3d3\",lightgray:\"#d3d3d3\",dimgray:\"#696969\",dimgrey:\"#696969\",olivedrab:\"#6b8e23\",olive:\"#808000\"},r={};for(var d in a)r[a[d]]=d;var l={};e.prototype.toName=function(f){if(!(this.rgba.a||this.rgba.r||this.rgba.g||this.rgba.b))return\"transparent\";var d,i,n=r[this.toHex()];if(n)return n;if(null==f?void 0:f.closest){var o=this.toRgb(),t=1/0,b=\"black\";if(!l.length)for(var c in a)l[c]=new e(a[c]).toRgb();for(var g in a){var u=(d=o,i=l[g],Math.pow(d.r-i.r,2)+Math.pow(d.g-i.g,2)+Math.pow(d.b-i.b,2));u {\n Object.defineProperty(filters, key, {\n get() {\n utils.deprecation(\"7.1.0\", `filters.${key} has moved to ${key}`);\n return FilterClass;\n }\n });\n});\n\nexport { filters };\n//# sourceMappingURL=filters.mjs.map\n","import '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\nexport { filters } from './filters.mjs';\nexport * from '@pixi/accessibility';\nexport * from '@pixi/app';\nexport * from '@pixi/assets';\nexport * from '@pixi/compressed-textures';\nexport * from '@pixi/core';\nexport * from '@pixi/display';\nexport * from '@pixi/events';\nexport * from '@pixi/extract';\nexport * from '@pixi/filter-alpha';\nexport * from '@pixi/filter-blur';\nexport * from '@pixi/filter-color-matrix';\nexport * from '@pixi/filter-displacement';\nexport * from '@pixi/filter-fxaa';\nexport * from '@pixi/filter-noise';\nexport * from '@pixi/graphics';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/particle-container';\nexport * from '@pixi/prepare';\nexport * from '@pixi/sprite';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/sprite-tiling';\nexport * from '@pixi/spritesheet';\nexport * from '@pixi/text';\nexport * from '@pixi/text-bitmap';\nexport * from '@pixi/text-html';\n//# sourceMappingURL=index.mjs.map\n"],"names":[],"sourceRoot":""}